Page 1 of 1

Calyx Calder (Zapper)

Posted: Thu Aug 31, 2017 7:57 pm
by Calyx
Narrative Hook: 1d20 = 8: 8 - The Juicer Uprising.

HJ-Experience and Wisdom: 1d20 = 7: 7 - She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.

HJ-Experience and Wisdom: 1d20 = 14: 14 - There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck.

HJ-Psionics: 1d20 = 3: 3 - With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).

HJ-Psionics: 1d20 = 5: 5 - More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.

Starting Credits: 4d6 = 18: 6, 4, 6, 2

HJ-Close Combat (Rich): 1d20 = 4: 4 - You may add any non-TW Close Combat Weapon listed in this book to your character’s gear list. If this is not your first roll, apply any other results from rolling on this table to your newly chosen weapon as you wish.

HJ-Close Combat (Rich): 1d20 = 16: 16 - Going big certainly has its advantages, and nothing goes quite as big as a Chain Greatsword.

Calyx Calder (Zapper)

Posted: Fri Sep 01, 2017 10:48 pm
by Calyx

Player Name: Alan
Google Handle: ignuspyre
Character Name: Calyx Calder
Rank: Seasoned Experience: 29 Advances Left: 0
Race: Human
Iconic Framework: Zapper
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 6(7 w/ vambraces); Toughness: 16(9); Strain: 0

  • Fighting (Agi): d8 (d12+1 and +1 Parry with Kolytik)
  • Intimidation (Spi): d4
  • Investigation (Sma): d4
  • Knowledge - Computers (Sma): d4
  • Knowledge - Electronics (Sma): d4
  • Notice (Sma): d6
  • Persuasion (Spi): d4
  • Repair (Sma): d4
  • Psionics (Sma): d10 (d8 free)
  • Shooting (Agi): d6 (+2 from helmet, +2 with CP-40)
  • Stealth (Agi): d6
  • Streetwise (Sma): d6
  • Curious (Major):
    • It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Loyal (Minor):
    • Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Monologuer:
    • Some folks can’t help running their mouths, taunting people, lecturing, or making lengthy observations about their surroundings when they should be fighting for their lives.
    • Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
  • Quirk (Minor) - Wears Heart On Sleeve:
    • Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. In this case he wears his heart on his sleeve, he has trouble keeping his emotions in check or even hidden. Even those who don't know can easily judge his emotional state after only knowing him a short time.
  • Arcane Background (Psionics): (Iconic Framework)
    • Has access to psionic powers but has a chance of suffering Brainburn. See Iconic Framework for more information.
  • Danger Sense: (Hero's Journey)
    • Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
  • Improved Electrical Aura:
    • The Zapper’s Electrical Aura damage increases to 3d8, and he may choose to affect a Medium Burst Template centered on himself (everyone in the area takes damage at the end of the Zapper’s turn).
  • Luck: (Hero's Journey)
    • He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
  • Major Psionics: (Iconic Framework)
    • A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    • Major Psionics may also:
      • Can spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      • Can spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
      • The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      • While on a ley line, all above bonuses are doubled in effect.
  • New Power (Armor):
    • An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
  • Quick:
    • Quick characters have lightning-fast reflexes and a boost of electricity to goose the nerves. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    • Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • Rapid Recharge: (Hero's Journey)
    • This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Rich: (Racial Free)
    • He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
  • Arcane Background (Psionics):
    • A Zapper begins with three powers from the list (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
  • Broadcast:
    • The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
  • Electrical Aura:
    • At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d8 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Mastery:
    • Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • EMP:
    • Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
  • Lightning Bolt:
    • The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics :
    • Zappers begin with the Major Psionics Edge.
  • Stormwalker:
    • The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.
  • Cybernetics:
    • Simply not a good option for a Zapper, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies:
    • The Coalition considers Zappers a dire threat to their forces (being almost entirely a technological-based military), as well as (much like Dog Boys) to be proprietary to them, and thus they are to be destroyed on sight.
  • Static Charge:
    • Zappers always have a slight static charge. People who touch them might get a slight shock. Small metal objects and paperclips cling to them.
CREDITS: 78, 470

  • Alice Greene (Young Human City Rat from the Burbs).
  • Frankie Charroot (Lazy Human D-Bee Settler).
  • Mirek Tanndoor (Clueless Trimadore Rogue Scientist).
  • Padysha Qui'rl (Black Marketeer).

Re: Calyx Calder (Zapper)

Posted: Fri Sep 01, 2017 10:48 pm
by Calyx

ISP: 30
  • Armor
    • ISP: 3
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping: Dampening (For beneficial powers, adding +1 Power Point to the cost causes lighting to dampen slightly around them as the ambient light and electricity are sucked in or dampened, increasing Stealth by one die type, or two on a raise.)
    • Effect: Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
  • Boost/Lower Trait
    • ISP: 2
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping (Positive): Electricity - Jazz (Costs +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power).
    • Trapping (Negative): Fatigue (Electricity courses through the target putting stress on the muscles and body on an attack forces the victim to make a Vigor roll or suffer Fatigue.
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4.
      • Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • Deflection
    • ISP: 2
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping: Darkness - Shroud (but as Electricity/Light Shroud) (The target is shrouded in tendrils of shifting energy and light. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks.
    • Effect: With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
  • Speak Language
    • ISP: 1
    • Range: Touch
    • Duration: 10 minutes (1/10 minutes)
    • Trapping: Psychic Communication/Understanding.
    • Effect: This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
  • Telekinesis
    • ISP: 5
    • Range: Smarts
    • Duration: 3 (1/Round)
    • Trapping: Electromagnetism
    • Effect:
      • Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
      • Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
      • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
      • Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
  • Telepathy
    • ISP: 2
    • Range: One mile
    • Duration: 3 (1/round)
    • Trapping: Psychic Communication/Understanding.
    • Effect:
      • Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
      • If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.

Re: Calyx Calder (Zapper)

Posted: Fri Sep 01, 2017 10:48 pm
by Calyx
  • CA-4 “Dead Boy” Body Armor (TW-Converted; re-painted and modified visually)
    • TW Upgrades
      • Minor: +2 to Vigor rolls (Cost: 12,000 credits).
      • Minor: +2 Armor (already included in total) (Cost: 6,000 credits).
      • Minor: +5 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 30 minutes at a Ley Line) (Cost: 6,000 credits).
      • Minor: Halve weight (Cost: 6,000 credits)
    • +9 Armor, +2 Toughness.
    • Full Environmental Protection.
    • Built-in Mini-Computers for basic functions.
    • Communications System with a 10 mile range.
    • Public-address Loudspeakers.
    • Night and Thermal Vision mode for vision.
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • No Strength Minimum.
    • Wt: 10 lb.
  • Chain Greatsword (usually left in vehicle)
    • Damage: Str+2d10 MD, AP 2.
    • Notes: Parry -1; 2 Hands.
    • Cost: 18,500.
    • Wt: 22 lb.
  • Coalition Utility Belt
    • Canteen (half gallon) (canteens are currently empty).
    • Communicator (5 mile range).
    • Compass/inertial mapper.
    • Firestarter kit (solar-powered lighter and flint & steel).
    • Flashlight/signal light (with bright halogen and infrared options).
    • Mini first aid kit (+1 Healing check, only one use).
    • Pouch capable of holding 3 Power Bars--currently empty.
    • Cost: 2,500.
    • Wt: 4 lb.
  • CP-40 Pulse Laser Rifle (TW-Converted; re-painted and modified visually)
    • TW Upgrades
      • Minor: +2 to Shooting rolls (Cost: 12,000 credits).
      • Minor: +5 stored PPE only usable to charge the device (Cost: 5,000 credits).
      • Major: +1 die type to Shooting skill (Cost: 20,000 credits).
    • Range: 30/60/120.
    • Damage: 3d6+2, AP 2.
    • RoF 3.
    • Shots: 60.
    • Notes: 3RB; 1 Spare Long E-Clip.
    • Cost: 40,000.
    • Wt: 9 lb.
  • Cross
    • Notes: Silver.
    • Cost: 200.
    • Wt: 1 lb.
  • Dosimeter (usually left in vehicle)
    • Range: 5/10/20.
    • Cost: 200.
    • Wt: 1 lb.
  • Field Computer (usually left in vehicle)
    • Grade 1
    • Cost: 2,500.
    • Wt: 2 lb.
  • Infared Distancing Binoculars (usually left in vehicle)
    • Cost: 1,200.
    • Wt 2 lb.
  • Kolytik (TW Hooked Short Sword)
    • Damage: Str+d6, AP 1, MD.
    • Minor Mods: +1 Fighting, +1 Parry.
    • Major Mods: +2 Die-Types to Fighting (Maximum Fighting d12+1).
    • Complications: No other mod slots available; gain Hindrance - Wanted (Xiticix)
    • Wt: 4 lb.
    • Cost: Unknown.
  • NG-33 Laser Pistol (usually left in vehicle)
    • Range: 15/30/60.
    • Damage: 2d4+1, AP 2.
    • RoF: 1.
    • Shots: 20.
    • Notes: Semi-Auto.
    • Cost: 6,500.
    • Wt: 4 lb.
  • NG-S2 Survival Pack (usually left in vehicle)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    • Cost: 3,000.
    • Wt: 30 lb.
  • Razorback Cloak (unenchanted, crafted from exotic materials) (soon to be replaced by Shadow Cloak below)
    • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
    • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
    • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
    • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
    • Cost: 25,000 (in part because they aren't exactly attractive).
    • Wt: 2 lbs
  • Shadow Cloak (TW)
    • An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies.
    • The cloak grants +2 to Stealth.
    • The cloak grants the fear and invisibility powers.
    • It costs 1 Power Point to charge for one hour.
    • Weight: 1 lb.
    • Cost: 300,000 credits.
  • Vibro-Blade Vambraces
    • Damage: Str+1d8 MD, AP 4.
    • Notes: Parry +1.
    • Cost: 11,000.
    • Wt: 8 lb.

Re: Calyx Calder (Zapper)

Posted: Fri Sep 01, 2017 10:49 pm
by Calyx

Narrative Hook: The Juicer Uprising.

Hero’s Journey 1
  • Table: Experience and Wisdom
  • Roll result: 7
  • Description: He always gets a strange tingling in the back of his neck when things are about to go all pear-shaped. He’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
Hero’s Journey 2
  • Table: Experience and Wisdom
  • Roll result: 14
  • Description: There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck.
Hero’s Journey 3
  • Table: Psionics
  • Roll result: 3
  • Description: With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).
Hero’s Journey 4
  • Table: Psionics
  • Roll result: 5
  • Description: More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
  • Initial Advance: (From Hindrances): +1 die type to Smarts
  • Initial Advance: (From Hindrances): New Power Edge (Armor)
  • Free Edge (Human): Rich Edge
  • Cybernetic Modifications: N/A
  • Novice 1 Advance: Quick Edge
  • Novice 2 Advance: +1 die type to Strength
  • Novice 3 Advance: Increased Shooting and Stealth each from D4 to D6
  • Seasoned 1 Advance: Improved Electrical Aura Edge
  • Seasoned 2 Advance: Psionics from D8 to D10
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Re: Calyx Calder (Zapper)

Posted: Sat Jun 30, 2018 5:32 pm
by Calyx

Calyx was born to a well-off family, but a strange one, in Lazlo. His father Christopher and his mother Daphne were scholars and archaeologists. So the family moved around a lot, or the children were left with relatives while the parents were away. He had a younger sister named Cybill and an older brother named Cadmus (yes, his mother had a thing for weird names starting with a 'C' for some reason). Their parents were supportive of them, though, and didn't pressure them to follow after them - but did make sure they had a good education.

Calyx always had a sort of strange sense of when trouble was coming, also like a sixth sense to when the weather was changing and a storm was on the way. He seemed to have the ability to JUST get by, with luck on his side, a lot of times as well. He stayed one step ahead of bullies and teachers growing up, indulging his overwhelming sense of curiosity whenever he could. His best friend and first love was a girl named Veronica Jameson, and the two were fairly inseparable for most of their childhoods. Her parents didn't like Calyx, citing that he was a bad influence on their daughter, and did their best to keep the two apart whenever possible.

As he got older, his electrical powers began to manifest as well, which of course freaked him, and everyone else, out. His parents did their best with Calyx, and even hired a psionic 'tutor' to help guide him as best as they could - a Native American Burster named Rachel. She tried to help Calyx with understanding not only his powers but also the emotions that they stemmed from, and even how to control them when needed. However, that was something that always proved troublesome for him. His emotions were intense and not easily hidden. One of the most important things he learned from her, though, was the ability to harness his emotions and internal reserves more efficiently, as well as to recharge his emotional batteries, as it were, so he could use his powers more often.

Cadmus was always a bit on the big side so he gravitated towards military service in Lazlo where they mostly lived when they weren't traveling. Eventually, he became a mercenary and started doing his own traveling. Sadly, he was later involved in a skirmish with a group of drunk Juicers and was killed. His body and effects were sent back to the family, including a few weapons. When Calyx later left home, he took his brother's vambraces and overly-large sword - he wore the vambraces and used them, but the chain greatsword mainly just stayed on his back.

Calyx set off to avenge his brother's death, spiriting away without telling anyone but his little sister and Veronica. Cybill, who was deep in her studies of the arcane and on her way to one day becoming a Ley Line Walker, urged him to stay but couldn't go with him. Veronica, who he wouldn't let come with him for fear something would happen to her, he kissed and told her he'd back as soon as he could despite her protests.

Calyx hired a group of mercenaries, including an expert tracker, to help him since he knew Juicers were deadly-dangerous and he couldn't take one by himself, let alone more than one. They tracked the Juicers down to a place called Newtown, where many Juicers were flocking with rumors of a cure to their shortened lifespans. It was near impossible to find specific Juicers in a crowd of thousands outside the town. However, Calyx's natural curiosity got the better of him and he began to investigate the so-called cure and the Coalition's involvement. Things went sideways quickly and a war broke out between the initially-disorganized Juicers and the Coalition forces. When all was said and done, someone uncovered an alien plot and the Juicers that Calyx had come to kill were instead killed during the short war.

He went back home to Lazlo but the entire affair had taken the better of a year, and he had changed quite a bit since the gawky teenager who had left on a 'noble quest of vengeance' (laughable, really). He was less naïve and had become a bit more hardened, though no less emotional. He spent some time with his family, and with Veronica, but things just weren't the same anymore. With a heavy wander-lusting heart, he left home again and joined the Tomorrow Legion to try and help others, but mainly also to find new things, discover new places, and meet new people.