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Hypermnestra
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Hypermnestra
26,390 posts
Nomad

"Each of us has a destiny. But we are the only ones who can determine it," the doctor stated, and picked up the scalpel off the nearby table. On the table were several frightening and painful-looking instruments. The sole light in the dark room was bright and fluorescent, yet it flickered hauntingly. The biocells in the corner lent an eerie greenish light to the room; even more frightening were the vaguely human bodies floating in the cells. They were grotesque, distorted in many ways and yet still recognizably human. The patient strapped to the table watched in horror as the doctor rhythmically began to sharpen the knife. The doctor began to smile darkly as the patient's eyes widened. The patient shook desperately in an attempt to break their bonds but they were unsuccessful. Nurses and orderlies held the patient down as the doctor approached. The doctor took a needle off the same table as he had gotten the scalpel and drove the needle deep into the patient's upper arm. Immediately, the patient's struggles ceased and the young subject fell into a deep sleep...

Doctor's Log: Surgical Addendum
Subjects #7793, 1842, and 5350 have survived the surgery, however we are still unsure about the usefulness of the operation. Therefore, we are releasing the subjects into society to observe how the operation has affected them. The parents' memories have been wiped so they forget the kidnapping, the surgical scars have been removed, and any evidence of the surgery, kidnapping, or otherwise has been removed(with the exception of this record, of course). The subjects will be like normal children in every way...but they're not. These subjects have a destiny.

Doctor's Log: Surgical Addendum
Patient Age: 5

Subject #7793: The subject has taken the alias "Wesley Swanson". He has reached the age of five years old. It would seem that the surgery has had a few effects; specifically, 7793 has some sort of obsession with firearms. In addition, it would seem he prefers to be in a group and hates being ostracized; this pack mentality is an interesting development. Finally, 7793 has a phobia of water and the ocean, which we might want to research further.

Subject #5350: The subject, who is at this point five years of age, has assumed the alias "John Lunas". The effect that the surgery has had on him is alarming, but effective. It would seem that he is extremely aggressive and violent. In addition, as opposed to #7793, he has an anti-social tendency. He dislikes what is at this point vogue, making him a sort of renegade. Further research into 5350's surgery is recommended.

Subject #1842: The subject is Asian, and surprisingly tall for his age. In addition, strangely, he has strong legs but weak arms, which is probably only due to the youth of the subject. He has assumed the alias "John Marx". He seems intelligent and logical even now; several times footage has depicted him with a puzzle of some sort, or a textbook. However, what he perceives as idiocracy angers him; possible egotistical complex?

Doctor's Log: Surgical Addendum
Subject Age: 13


Subject #7793: The behavioral "ticks" noted in the prior surgical follow-up have only become greater, leading me to believe that these personality traits are, indeed, the result of the surgery. 7793 has a distinct hatred of being "out of the loop" and will cave to peer pressure easily. However, his pure obsession with firearms has staved off the negative effects from this for the time being. Last, 7793's phobia of water has become far more pronounced, to the point he will not swim in the pool. Again, these are all suspected effects of the surgery, however we'll have to wait a few more years before we can really see the subject in action.

Subject #5350: The subject's aggression has become more pronounced, and several times he has been suspended from school for assault of another student purely because they were listening to "Hannah Montana". 5350 is dangerously aggressive and we need to keep an eye on him to ascertain he doesn't hurt anyone.

Subject #1842: The subject's intelligence has not increased; in fact, intelligence-wise, I'd say he's normal. So our prior hunch about the puzzles was incorrect. However, in addition, his so-called egotistical complex was also incorrect. Even though the subject can look down on people, he actually seems fairly normal. 1842 seems to be the most mild of the three.

Doctor's Log: Surgical Addendum
Subject Age: 18

Since our last incursion into these subjects' lives, we've noted a number of impressive changes. It would seem that the surgery was highly successful after all; the effects simply take a long time to manifest themselves. We got the subjects to take a quiz to determine their personality, and were able to recognize a distinct connection between their personality and the effects of the surgery on them. To make it easier, I've compiled the quiz and their answers below, as well as their current conditions. We should make contact with them soon; they owe us everything for who they are, and who knows what they could do?

1. Brains, brawns, or looks?
2. Light or dark?
3. Cold or hot?
4. Fire, water, earth, or air?
5. Are you a loner or group person?
6. In a, say, sports team, would you be the captain, the star, or the hardworking player?
7. What do you want to be when you grow up?
8. Ability to dodge a hit or ability to take a hit?
9. Long range fighter or close range fighter?
10. Pacifist or aggressor?
11. What are you afraid of?

------------------------------------------------------------------------------------------------------------------------------------------

1. Brawns
2. Light
3. Hot
4. Fire
5. Group
6. Captain
7. A Special forces mercenary
8. Ability to take a hit
9. Long range
10. Agressor
11. Darkness and the Ocean

Subject: 7793
Name: Wesley Swanson
Age: 18
Job: Special Forces
Health: 100/100
Energy: 20/20
Activity: Diurnal[Daytime]
Intelligence: 1
Strength: 20
Charisma: 1
Agility: 1
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Friendship[More likely to be accepted into groups], Leadership[More likely to become NPC leader,and chances of revolt are lower], Firearms Proficiency[Higher skill with guns and other longrange weapons]
Resistances: Heat/Fire
Weaknesses: Water/Freezing
Weapon: SCAR-FN Heavy[30/30]
Armor: Flak Jacket
Items: Radio


------------------------------------------------------------------------------------------------------------------------------------------

1.Brains
2.Dark
3.Cold
4.Water
5.Loner
6.Captain
7.Mercenary
8.Ability to dodge a hit.
9.Long Range Fighter
10.Agressor
11.Death and getting to close to someone

Subject: 5350
Name: John Lunas
Age: 18
Job: Mercenary
Health: 20/20
Energy: 100/100
Activity: Nocturnal[Nighttime]
Intelligence: 10
Strength: 10
Charisma: 1
Agility: 10
Constitution: 1
Skills/Abilities: Hydro[Manipulation of water], Barter[Higher prices for selling items, lower prices for buying], Leadership[More likely to become NPC leader, and also less likely for revolt], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Animals
Weapon: Steyr AUG[30/30]
Armor: Camouflage Outfit
Items: First-Aid Kit


------------------------------------------------------------------------------------------------------------------------------------------

1. Brains, brawns, or looks?
Looks
2. Light or dark?
Dark
3. Cold or hot?
Cold, John likes being cold over being hot, as with hot their is a social standard to amount of clothing, and with cold you can just layer more on.
4. Fire, water, earth, or air?
Fire.
5. Are you a loner or group person?
loner
6. In a, say, sports team, would you be the captain, the star, or the hardworking player?
the star, the one who's the best and excels off other people's support.
7. What do you want to be when you grow up?
Soldier
8. Ability to dodge a hit or ability to take a hit?
Take a hit, because with a dodge there's always the chance you'll get it, and not every time you'll be ready to dodge.
9. Long range fighter or close range fighter?
Long range fighter, attack them befor ethey're a threat.
10. Pacifist or aggressor?
Pacifist.
11. What are you afraid of?
Clowns, Hairy insects, Claustrophobia, Extreme Heights

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 100/100
Energy: 20/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[30/30]
Armor: Flak Jacket
Items: .44 Magnum Desert Eagle

  • 370 Replies
Hypermnestra
offline
Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: .44 Magnum Desert Eagle[0/10]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30]

You let your M16 clatter to the ground and draw your desert eagle. You start firing at his head and feet. At first, the large caliber bullets blow his feet away to the point he can't walk, then you fire on his head, unloading the rest of the mag. Finally, he falls to the ground.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: .44 Magnum Desert Eagle[0/10]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30]

holster my DE, pick up the M16 and shoot the monster in the heart >.>

any other biocells?? and put the kid on the table again.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]

You kill the monster.
Nope, you cleared out all the other biocells.
You put the injured kid back on the table again. What will you do?

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]

look frantically for some type of medicine/drug to save or extend his time.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]

You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]
You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...


calls 411 ( non-emergency), and asks for the hospital !

Hypermnestra
offline
Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]
You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...

The doctors at the hospital don't recognize any of the compounds.
Remember, a special kind of doctor. They're probably using some kind of weirdo chemicals, after all, this is a creepy science experiment.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]
You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...

* has a mega sad*

calls Dr. Tomlinson," ey chickens***, you were involved in the original experiments, right? well before i destroy these here chemicals i found i was wondering what they were."

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Gold - Knight


Flag

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]
You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...

"We all were," Dr. Tomlinson tells you.
"I was wondering what these chemicals are."
"Well, sounds to me like most of the stuff in the syringes is...well, the simplest term I can think of for it is to recharge your kind, you know, the energy and the health."
"Go on."
"The pills, sound like those were used in the testing; you should stay away from 'em."
"Uh-huh."
"And as for the vials, those would probably give you a brief boost in an attribute or stat, or momentary change in state. And stop calling me chickenshit."

SirNoobalot
offline
SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10]
You find a cupboard in a corner, padlocked. You manage to break the padlock and the contents of the drawer and several bottles of pills, needles and syringes, vials full of mysterious liquids, and a small but thick book tumble out of the newly-opened cupboard. Unfortunately you have no idea what any of them do; they're all labeled(minus the book), but it's nothing more than gibberish to you. A doctor would know, like Tomlinson, but then again he would probably want to know why you want to know...

" fine then." pours out the pills on ground and crushes them." kthnxbai!" hangs up.

i carefully inject the kid with half a syringe so he is not fully revived but at least sub-conscious, then go check outside the bunker.

Hypermnestra
offline
Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10], 10 Recharge Syringes[Full, 1 Half Empty], Att. Vials[5]

You inject the kid with half a syringe so he's half-revived and sub-conscious, then go check outside.
You see nothing outside, either. It looks like the Splinter just chickened out on the project or something.
Maybe you could read the log to find out what's happened?

SirNoobalot
offline
SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10], 10 Recharge Syringes[Full, 1 Half Empty], Att. Vials[5]

check the logs... and reload my guns first before i do.

Hypermnestra
offline
Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10], 10 Recharge Syringes[Full, 1 Half Empty], Att. Vials[5]

It tells about the kidnapping of several kids, the experimenting, etc. etc. The kid you saved, his name is Evan, and the freaky freak? His name was Owen. Anyway, you don't find anything particularly odd about the log...except it mentions that Owen got loose once and killed one of the scientists working on the project. Apparently after that all of them freaked out and left.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10], 10 Recharge Syringes[Full, 1 Half Empty], Att. Vials[5]

check to see what they did to Evan... and maybe my own logs??

Hypermnestra
offline
Hypermnestra
26,390 posts
Nomad

Subject: 1842
Name: John Marx
Age: 18
Job: Soldier
Health: 56/100
Energy: 10/20
Activity: Nocturnal[Nighttime]
Intelligence: 1
Strength: 1
Charisma: 10
Agility: 10
Constitution: 10
Skills/Abilities: Pyro[Manipulation of fire], Barter[Higher prices for selling, lower prices for buying], Fame[People are more likely to let you join their groups], Firearms Proficiency[Higher skill with firearms and other longrange weapons]
Resistances: Cold/Freezing
Weaknesses: Air/Heights
Weapon: M16[9/30]
Armor: Flak Jacket
Items: Dr. Tomlinson's Business Card, Glock 19[20/20], HK MP5[30/30], .44 Magnum Desert Eagle[0/10], 10 Recharge Syringes[Full, 1 Half Empty], Att. Vials[5]

Nope, they don't have yours. There's only the Splinter's logs here; the original logs have been long lost.
Anyway, yeah. Turns out he's been modified for resistance to melee attacks, stronger(higher strength), faster(higher agility), and can also do that electrical thing the other kid was doing.

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