Sam Fisher a.k.a. Splinter Cell

Strength:
--Way above average for a man his age (50). Sam is able to lift an move unconscious / dead bodies with relative ease. He is also able to scale tall walls and fences with ease.
--Sam is also able to knock his opponents out with a single punch to the face / neck.
--He is able to position himself high up in a narrow hallway by jumping and spreading his legs out, creating outward force to maintain the height.
--Sam is able to knock his opponents out by landing on top of them.
--While holding an enemy from behind, Sam is able to easily choke him, rendering him unconscious.
--He is able to easily hold on to a high pipe with his hands and move himself across a room. Sam can also accomplish this feat with his legs wrapped around the pipe.
--A variation of the said pipe maneuver is by Sam hanging upside-down, using his lower legs as supports. In this position, Sam is also able to use his SC handgun, and choke enemies below.
--Sam has been able to hold on to the bottom of a moving train for a prolonged period of time.
--Sam is also able to move along the edges of elevated floors for extended periods of time. While doing this, Sam is able to pull enemies above him off and knock-out / kill them.
--When in water, Sam can pull opponents in and silently drown them.
--While 500 feet underwater in a sercret I-SDF base, Sam broke open a window and swam to the top while carrying an unconcious Admiral Otomo.
Speed:
--Sam is shown to run at a competitive jogging speed. However, it is believed that Sam can sprint quite fast, though he is not encouraged to do so when on secretive missions that require maximum stealth.
--Sam can move at almost any speed between a competitive jog and a slow crawl. He can vary this speed at any time as he sees fit.
--He can maneuver through ventilation pipes quite fast. The same is said for him moving by pipes or zip lines.
--When rolling, Sam performs a slight speed increase.
--When moving at slow to moderate speeds, Sam is virtually soundless.
Durability / Endurance:
--Sam can take a hit. The man has fallen from buildings well over five stories tall and survived.
--He has also taken a barrage of machine gun bullets and lived to tell the tale.
--Sam also performs with maximum performance until he is knocked-out / killed.
Intellect:
--When it comes to stealth combat, Sam is a genius. He deploys combinations of weaponry and hand-to-hand combat that few would think of.
--He also picks locks, and hacks keypads/retinal scanners with ease. Sam has also been seen to diffuse bombs and wallmines.
--Sam outsmarted/defeated the brunt of Japan's I-SDF (Information Self Defense Force), a massive intelligence gathering military-based organization, and defeated them.
--He also outsmarted/defeated the brunt of Displace International; an organization plotting to start World War III by getting America / Japan / North Korea / South Korea / China into a massive war.
Gear / Techniques / Powers:
--Knife: Sam uses his knife to cut through various material for access, including locks when in a hurry (instead of picking them). He also uses it to stab enemies from behind when approaching them. When interrogating an enemy, he uses the knife as a tool to get them to spill information / force co-operation.
--SC Pistol: A silenced handgun the emits no smoke or flash when fired. This pistol also has an OPC (Optically Channeled Potentiator) that allows Sam to disable electronics from virtually any distance, as long as he can see it.
--SC 20K: A 30-round, selective fire 5.56 x 45 mm NATO bullpup assault rifle. This fires silenced shots, and has a standard 1.5x zoom. Sam can also hold the trigger for a barrage of shots fired per second.
--SC 20K (Launcher): A modification of the standard SC 20K. This allows Sam to fire various tools and devices for maximum stealth capability. This includes:
. . . Ring Airfoils: Small, cylinder shaped metal objects that knocks-out any opponent it hits. This must hit the upper body for maximum success.
. . . Sticky Shockers: A small device that shocks and knocks-out the opponent it hits. This device can hit any part of the body for maximum success.
. . . Sticky Cameras: A mini camera that can be a second set of eyes for Sam. This has a 12x zoom capability, and can make a 'ticking' noise to attract nearby enemies. This can also fire a poisonous gas that knocks-out anyone who breathes it. If an enemy finds and shoots the camera, it will automatically release the gas.
. . . Gas Grenades: Small, ball shaped grenades that release a poisonous gas that surrounds a small portion of the given area. Anyone who breathes this gas is knocked-out.
--SC 20K (Foregrip): A foregrip used to steady firing and counter the effects of recoil, resulting in far more accurate fire when shooting in full auto mode.
--SC 20K (Shotgun): An undermount 12-gauge buckshot shotgun attachment. Quite useful for close-quarters combat. Extremely lethal against enemy personnel, but also very loud.
--SC 20K (Sniper): A modification that chambers the SC-20K for a 20 mm APDS (Armor-Piercing Discarding Sabot) round that can rip straight through armor and cover alike. This version has a full scope and modified barrel, increasing range and accuracy, though it is rather loud. This weapon has the highest penetration power in Sam's arsenal, and is the one weapon he carries capable of destroying certain forms of enemy armor (such as North Korean UAV tanks).
--Frag Grenades: A standard grenade that explodes after a few seconds of release. Extremely lethal to anyone close by.
--Flash Grenades: Rectangular-shaped grenades that release a blinding flash of light and a high-pitched sound, disabling vision and hearing to anyone close by.
--Smoke Grenades: Releases a massive amount of smoke that disables vision for enemies. This is ideal for Sam to hide behind and use various tactics, or for Sam to make a quick escape when in a tight area.
--Night Vision: Allows Sam to see almost perfectly in dark areas. This is highly ineffective in lighted areas.
--Thermal Vision: Allows Sam to specifically see anything that emits even the slightest bit of heat. This is ideal for seeing through smoke and thin walls.
--Electro-Magnetic Field Vision (EMF): Allows Sam to specifically see anything with an electro-magnetic field. This includes lights, computers, video surveillance cameras etc.
--Electronically Enhanced Vision (EEV): Allows Sam to designate various objects and their properties from a distance. This has a zoom feature, and also allows Sam to hack keypads and retinal scanners from a distance.
--Light Meter: A meter that allows Sam to see the light scheme of the exact position he is in. Being a darker area is always to Sam's advantage.
--Sound Meter: A meter that allows Sam to see how much noise he is making. This meter also includes the overall noise of the environment he is in. As long as Sam's noise level stays below the environmental noise, then nobody can hear him.
--Whistling: Sam can whistle or make a slight "psst" or "hey" sound to attract nearby enemies.
--Neck Choke: When holding an enemy from behind, Sam can non-lethally choke him, rendering him unconcious.
--Back Stab: When holding an enemy from behind, Sam can lethally stab his opponent in the back, rendering him dead.
--Head Punch: When approaching an enemy from behind, Sam can use a single punch to the back of the head to knock him out.
--Neck Slice: When approaching an enemy from behind, Sam can quickly slice the back of his opponent's neck, rendering him dead.
--Inverted Neck Snap When crawling upside-down on a high, horozontal pipe, Sam can hang from his legs in one quick motion and snap the neck of his opponent, lethally.
--Inverted SC Pistol Shot: When hanging on a high, horozontal pole by his legs, Sam can use his SC Pistol.
--Interrogation: When holding an enemy from behind, Sam can place his knife on the enemy's neck, threatening him with it, causing them to spill information and co-operate however Sam wishes.
--Lock Picking / Breaking: Sam can quite easily pick complex locks. He has been shown to do this while tied to a chair with his arms behind his back. In other words, he can pick locks without looking. This is virtually soundless. If in a hurry, or simply to attract enemies due to the noise, Sam can break the lock with his knife.
--Hacking: Sam can hack wall pads and retinal scanners. This however, is often not as fast as lock picking. This can also be done remotely by using his EEV (Electronically Enhanced Vision).
--Wall Mine / Bomb diffusing: Sam can quickly diffuse wall mines, and carefully diffuse major bombs. An impressive feat of this ability is when Sam diffused three bombs, all purposely hidden around a large room, in less than one minute and thirty seconds. The combined power of these three bombs was enough to annihilate a large Japanese conference building.
History:
-Might come soon.
Notes:
-Sam operates with greater success in dark areas, but is still extremely capable in lighted areas.
