Siren's Pull Application

Mar 12, 2010 08:16

Here be the application to RP the Splinter Cell character, Sam Fisher. Took me about 12 posts... so it's really long. I got inspired, LOL.

Also, I would appreciate if no comments are posted in here for the sake of keeping things organized. If you wish to reply on something concerning this application that feel free to go to the Siren's Pull HDM post ( Read more... )

siren's pull related info, role playing information

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Comments 13

Sam Fisher [1/X] Player and Character Information samuelleofisher March 12 2010, 12:29:56 UTC
PLAYER INFORMATION

NAME: Shade
AGE: 21
AIM SN: sgshaday
EMAIL: sgshaday@yahoo.com
HAVE YOU PLAYED IN AN LJ BASED GAME BEFORE? Yep.
BONUS: HOW DID YOU HEAR ABOUT SIREN'S PULL? I've been looking for a place to RP Sam with and meet new fandoms and people. scribble-cloud is the guilty one on getting me here.

CHARACTER INFORMATION

GENERAL
CANON SOURCE: Splinter Cell
CANON FORMAT: Videogame and novel
CHARACTER'S NAME: Samuel "Sam" Leo Fisher
CHARACTER'S AGE: 45 (following the stated age of the first game, Sam being exactly 40 years old instead of the stated year of birth from Splinter Cell: Chaos Theory.)
WHAT FORM WILL YOUR CHARACTER'S NV TAKE? The NV will be a program inside his PDA/OPSAT. This way he can link his cochlear implant (subdermal) and his goggles (for video feed) to the network after a failure of communication with the outside world.

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Sam Fisher [2/X] Abilities samuelleofisher March 12 2010, 12:31:37 UTC
ABILITIES
CHARACTER'S CANON ABILITIES: Trained as a sniper at first, Fisher has 'Mark and Execute' eye, so to speak. Although rare, it is possible for him to miss a target. However, this isn't a superhuman characteristic but rather an ability that he acquired from his long years of training and practice same as his ability to aim and shoot with both hands even if he is right handed ( ... )

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Sam Fisher [3/X] Weapons and Equipment: Weapons 1 samuelleofisher March 12 2010, 12:34:20 UTC
WEAPONS AND EQUIPMENT: If there's something that Sam knows very well... Here's a link to the Splinter Cell Wikia on weapons. Since there are too many, I'll point out here and summarize every detail of the ones that are standard to Sam to make things easier and also because I don't like making things up or making my fellow RPiers' life difficult. I'll also make an Equipment session for the same purposes. So help me God...

---> Weapons--->
- SC 20K - The SC 20K is a customization from the Israeli FN 2000 that can shoot up to 400 fps (feet per second) with the slight modification of the common barrel that shoots up to 350 fps and it's a standard NATO 5.56 x 45 mm round, each magazine containing around 30 bullets. It also carries its own built in suppressor, a dry silencer, which quiets down the shot but makes it harder for a first time shooter to aim. On top of the rifle, Sam can mount two devices to make his aim much more easier:
oo Reflex Sight -Easy to use sight, no zoom included. The target will be marked by a red spot inside the ( ... )

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Sam Fisher [4/X] Weapons and Equipment: Weapons 2 samuelleofisher March 12 2010, 12:35:44 UTC
- SC 5-7 or SC Five-SeveN - This is the standard pistol for every Splinter Cell. The 5-7, also made by FN Herstal, is a 20-round, semi-automatic handgun with an attached suppressor that uses NATO 5.7mm ammunition. Although the military handgun is designed for its bullets to cut through Kevlar armor, the SC Five-SeveN takes about two to three bullets to take an enemy down if the shots are not meant for the head. This could be explained by the use of subsonic ammunition. These slower-moving rounds are used to quiet the report by eliminating the supersonic crack of a bullet traveling faster than the speed of sound. The suppressor reduces the report of the pistol further by slowly allowing gases from the barrel to expand and escape, resulting in a soft "pfft" noise. The SC 5-7 is much quieter than the SC 20K. On the bottom of the barrel, there's what is called an OCP or Optically Channeled Potentiator prototype. Once aimed and triggered, the OCP disrupts the lights or electronic equipment desired for a temporal amount of time. It also ( ... )

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