GURPS Special Forces

Story

Characters

World

Reference

Sammy Castaneda

Sammy Castaneda

Player Jay S Occupation US Navy SEAL Nationality American Status alive
Born Soldier, Savage reputation, Compact and deadly, Bloodthirsty, Callous, Dangerously curious, Weirdness Magnet, Dual-wielding pistoleer, Lecherous, Combat psychic

Appearance

Height
Short (Dwarfism)
Build
Powerfully built for his size
Reputation
-1 (is a savage and kills indiscriminately)
SM
-1

Attributes

14
ST
[40]
14
DX
[80]
11
IQ
[20]
12
HT
[20]
Secondary
14
HP
11
Will
11
Per
12
FP
6.50
Basic Speed
5
Basic Move
10
Dodge
-1
SM
Thr 1d, Sw 2d
Damage
39 lbs
BL
13
Fright Check

Slam

1d-3
v=1
1d-2
v=2
1d-1
v=4
Crushing damage at Basic Move up to 5

Active Defenses

Parry (Brawling) 11Parry (Boxing) 10Parry (Judo) 10Parry (Knife) 10Parry (Wrestling) 10Dodge 10
LocationDR
Full Suit70/50
Head70/50
Torso35/5
All (ablative)24/4
Skull18
Feet12/6
Hands8/2

Encumbrance

LevelMax WtMoveDodge
None (0)115 lb510
Light (1)230 lb49
Medium (2)345 lb38
Heavy (3)690 lb27
Extra-Heavy (4)1150 lb16

Advantages

Born Soldier 15
Combat Reflexes15
Danger Sense15
High Pain Threshold10
Invisibility (Vision)0
Less Sleep 510
Off-Hand Weapon Training (Guns (LMG))1

Disadvantages

Bloodlust-10
Callous-5
Curious-5
Dwarfism-15
Lecherousness-15
Reputation -1 (is a savage and kills indiscriminately)-5
Weirdness Magnet-15
Always plays with his knife-1

Skills

NameLvlRelPts
Acrobatics12DX-21
Administration10IQ-11
Armoury (Body Armor)10IQ-11
Armoury (Small Arms)10IQ-11
Artillery (Cannon)10IQ-11
Astronomy9IQ-21
Astronomy (Observational)10IQ-11
Boating13DX-11
Boating (Large Powerboat)13DX-11
Boating (Motorboat)13DX-11
Boating (Sailboat)13DX-11
Body Language (Human)10Per-11
Boxing
Parry: 10
13DX-11
Brawling
Parry: 11
14DX+01
Camouflage11IQ+01
Carousing12HT+01
Cartography11IQ+02
Climbing13DX-11
Combat Sense10IQ-12
Common Sense9IQ-21
Cooking10IQ-11
Current Affairs (Headline News)11IQ+01
Diplomacy9IQ-21
Disguise8IQ-31
Diving Suit13DX-11
Driving (Automobile)13DX-11
Dual-Weapon Attack (Guns/Pistol)11DX-32
Electronics Op (Surveillance)10IQ-11
Environmental Suit (Battlesuit)/TL913DX-11
Escape12DX-21
Explosives10IQ-11
Explosives (Demolition)10IQ-11
Explosives (EOD)10IQ-11
Fishing11Per+01
Forward Observer11IQ+02
Gambling10IQ-11
Games (GURPS)11IQ+01
Garrote14DX+01
Gesture11IQ+01
Guns (Light Machine Gun)14DX+01
Guns (Pistol)14DX+01
Guns (Rifle)14DX+01
Heraldry10IQ-11
Hiking11HT-11
Holdout10IQ-11
Interrogation10IQ-11
Intimidation10IQ-11
Judo
Parry: 10
12DX-21
Jumping14DX+01
Knife
Parry: 10
14DX+01
Law9IQ-21
Leadership11IQ+01
Lip Reading (Human)10Per-11
Lockpicking10IQ-11
Makeup11IQ+01
Mathematics (Applied)9IQ-21
Mimicry (Animal Sounds)9IQ-21
Mimicry (Bird Calls)9IQ-21
Mimicry (Speech)9IQ-21
Navigation (Land)10IQ-11
Observation10Per-11
Parachuting14DX+01
Politics10IQ-11
Running11HT-11
Savoir-Faire (Military)12IQ+11
Scrounging12IQ+11
Scuba11IQ+01
Sex Appeal11HT-11
Shadowing10IQ-11
Skating10HT-21
Skiing10HT-21
Soldier11IQ+01
Stealth13DX-11
Strategy (Land)9IQ-21
Strategy (Naval)9IQ-21
Streetwise10IQ-11
Tactics10IQ-11
Theology (tbd)9IQ-21
Tracking10IQ-11
Traps10IQ-11
Typing14DX+01
Weather Sense10IQ-11
Wrestling
Parry: 10
13DX-11

Techniques

NameDefaultLvlPts
Breakfall (Acrobatics)Acrobatics12—
Breakfall (Judo)Judo12—
Breakfall (Wrestling)Wrestling13—
Combat Driving (Automobile)Driving13—
Set Trap (Explosives/Demolition)Explosives (Demo)8—
Slip Handcuffs (Escape)Escape-57—
Work by Touch (Lockpicking)Lockpicking-55—

Points Summary

Attributes160
Secondary Characteristics0
Advantages & Perks56
Disadvantages & Quirks-76
Skills86
Total226

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)14101d-1 crC
Kick (Brawling)12—1d crC,1
Punch (Boxing)13101d-1 crC
Knee/Elbow14—1d-1 crC
Large Knife (thrust)14101d-1 impC,1
Large Knife (swing)14102d-2 cutC,1
Greatsword (swing)——2d+3 cut1,2
Greatsword (thrust)——1d+2 cr2
Garrote14—specialC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
H&H Royal Double-Express, .600 NE145dx2 pi++5800/460012(3i)-7
Holdout Pistol, .380142d pi1125/150035+1(3)-1
Webley & Scott M&P, 9x20mm Browning142d+1 pi2125/140037+1(3)-2
Gyroc Pistol, 15mm (TL9)146d pi++1190034(3i)-2

A compact, brutally efficient US Navy SEAL with a reputation for indiscriminate killing and an uncanny sixth sense for danger. Despite his small stature (Dwarfism), Sammy is an extraordinarily lethal combatant — fast, tough, fearless, and utterly without mercy. He draws weirdness to him like a lightning rod, and possesses genuine psionic combat awareness. Armed with dual pistols and a savage temperament, he’s the kind of frogman who makes even hardened SEALs uncomfortable.

His SEAL background explains the extraordinary breadth of skills — SEALs cross-train across land, sea, and air operations, which accounts for his Scuba, Boating, Diving Suit, and diverse vehicle skills alongside the combat specialties. His BUD/S training also explains the high ST, DX, and HT despite the Dwarfism — he had to work twice as hard as every other candidate to pass.


GURPS B p.550. The single most-referenced table in ranged combat. Memorise the first five entries.

Range (yards) Modifier Typical Situation
2 0 Point blank — across a room
3 -1 Close quarters — hallway
5 -2 Room-length engagement
7 -3 Across a large room / street
10 -4 Down a corridor
15 -5 Across a courtyard
20 -6 Parking lot engagement
30 -7 Short outdoor range
50 -8 Standard rifle engagement
70 -9 Open ground
100 -10 Long-range rifle

Sammy’s Practical Accuracy — Pistols (Acc 2 typical)

Turns Aiming Bonus With Pistol (Acc 2) Notes
0 (snap shot) +0 14 at 2 yds No aiming penalty for pistols at point blank
1 +Acc +2 (eff. 16 at 2 yds)
2 +Acc +1 +3
3+ +Acc +2 +4

Sammy at 7 yds snap shot: 14 - 3 = 11. At 15 yds: 14 - 5 = 9. Aimed at 7 yds: 14 + 2 - 3 = 13. SM -1 means enemies take -1 to hit Sammy at range — small target.

Sammy’s Practical Accuracy — Rifle (Acc 4 typical)

Turns Aiming Bonus With Rifle (Acc 4) Notes
0 (snap shot) +0 14 at 2 yds
1 +Acc +4 (eff. 18 at 2 yds)
2 +Acc +1 +5
3+ +Acc +2 +6

Sammy aimed at 50 yds with rifle: 14 + 4 - 8 = 10. At 100 yds: 14 + 4 - 10 = 8.

Dual-Weapon Attack — Practical Accuracy

Dual-Weapon Attack (Guns/Pistol) is at level 11. This lets Sammy fire both pistols in the same turn. Each shot is rolled separately at 11, minus range penalties.

Range (yds) Per-Gun Skill Notes
2 11 Point blank dual-fire
3 10 Close quarters
5 9 Room-length — starting to push it
7 8 Across a room — risky with both guns

Dual-Weapon Attack is most effective at close range. At 7+ yards, consider switching to single aimed shots.


  • Psionic elements: Sammy has Combat Sense 10 (ESP/Probability Alteration) and Common Sense (ESP) as psionic skills. Combined with Danger Sense and Weirdness Magnet, he’s the team’s supernatural lightning rod.
  • Dwarfism + SM -1: Sammy is noticeably small. This affects Disguise (-2) but helps with Shadowing in crowds (+2). He’s harder to hit at range (SM -1).
  • Dual-Weapon Attack: Trained to fire two pistols simultaneously at reduced penalty — his signature combat style.
  • Breadth over depth: Nearly all skills at 1 point — Sammy knows a little about everything and a lot about violence. His DX 14 carries most physical skills to respectable levels.
  • Reputation: Known to be savage and indiscriminate in killing — this precedes him and affects reactions negatively.

Active Defenses

Parry (Brawling) 11Parry (Boxing) 10Parry (Judo) 10Parry (Knife) 10Parry (Wrestling) 10Dodge 10
LocationDR
Full Suit70/50
Head70/50
Torso35/5
All (ablative)24/4
Skull18
Feet12/6
Hands8/2

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Punch (Brawling)14101d-1 crC
Kick (Brawling)12—1d crC,1
Punch (Boxing)13101d-1 crC
Knee/Elbow14—1d-1 crC
Large Knife (thrust)14101d-1 impC,1
Large Knife (swing)14102d-2 cutC,1
Greatsword (swing)——2d+3 cut1,2
Greatsword (thrust)——1d+2 cr2
Garrote14—specialC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
H&H Royal Double-Express, .600 NE145dx2 pi++5800/460012(3i)-7
Holdout Pistol, .380142d pi1125/150035+1(3)-1
Webley & Scott M&P, 9x20mm Browning142d+1 pi2125/140037+1(3)-2
Gyroc Pistol, 15mm (TL9)146d pi++1190034(3i)-2

Combat Action Chains

Melee

Dual-Pistol Snap (DWA both guns)
11 - range mod each
Aimed Rifle Kill (Aim + Fire)
14 + 4 Acc - range
Knife Vitals Thrust
14 - 3 = 11
Garrote from Stealth
Stealth 13, then Garrote 14
Danger Sense Warning
Per 11 (passive)

Multi-Action Combat Skill Chains

Common tactical sequences Sammy would use in play. Each “chain” lists the maneuvers, rolls, and order for a multi-turn combat action. References: GURPS Basic Set — Campaigns, Chapters 11-13.

Chain 1: Dual-Pistol Engagement — Signature Move (1-Turn)

Situation: Two targets at close range. Sammy draws both pistols and lets rip. His calling card.

Turn Maneuver Action Roll Notes
1 Attack Dual-Weapon Attack — fire both pistols at separate targets DWA (Guns/Pistol) 11 - range mod each Two separate attacks at 11. Each target defends separately.

At 2 yds: two attacks at 11 each. At 5 yds: two attacks at 9 each. The probability of hitting BOTH targets drops off fast beyond 5 yards. Reloading: Sammy must holster/drop one pistol to reload the other, or carry pre-loaded spares.

Chain 2: Aimed Rifle Shot — Precision Kill (2-Turn)

Situation: Single target at medium range. Sammy switches to precision mode.

Turn Maneuver Action Roll Notes
1 Aim Aim rifle at target — Gain +Acc (typically +4). Can take a Step.
2 Attack Fire aimed shot Guns (Rifle) 14 + 4 Acc - range mod Single precise shot.

At 20 yds: 14 + 4 - 6 = 12. At 50 yds: 14 + 4 - 8 = 10. Sammy is a competent marksman when he takes his time.

Chain 3: Close-Quarters Brawl — Bar Fight Mode (Multi-Turn)

Situation: Sammy gets into a close-quarters fight. He’s fast, tough, and fights dirty.

Turn Maneuver Action Roll Notes
1 Attack Brawling punch 14 Thr-1 cr = 1d-1 cr. Parry 11 (with CR).
2 Attack Knee/kick (Brawling) 12 Brawling-2. Thr cr = 1d cr. Reach C,1.
3 Attack Wrestling grapple 13 Initiate grapple → follow up with choke/pin. Parry 10 (with CR).
Alt Attack Knife thrust/slash 14 Thr-1 imp (thrust) or Sw-1 cut (slash). Parry 10 (with CR).

Sammy’s ST 14 gives him punishing unarmed damage for his size. High Pain Threshold means he never takes shock penalties — he keeps swinging when others flinch.

Chain 4: Garrote — Silent Kill (2-3 Turn)

Situation: Sentry removal or assassination. Approach from behind, garrote applied.

Turn Maneuver Action Roll Notes
1 Attack Approach (Stealth 13) + Garrote attack from behind Garrote 14 If unaware target: no active defense. Contest each turn.
2+ — Maintain garrote — Quick Contest Garrote 14 or ST 14 vs victim’s ST or HT Victim loses 1 FP per turn Sammy wins. At 0 FP → unconscious.

Sammy’s Garrote at 14 and ST 14 make this very effective. Combined with Stealth 13, he’s a capable silent killer. Less Sleep 5 means he’s awake on watch when others aren’t.

Chain 5: Danger Sense → Ambush Avoidance (Passive)

Situation: The team is walking into a trap. Sammy’s Danger Sense fires.

Phase What Happens Roll Notes
GM Check GM secretly rolls Sammy’s Per (or IQ) Per 11 or IQ 11 Danger Sense triggers automatically — no action required from Sammy
On Success Sammy gets a warning — “something’s wrong” — +1 to defense/dodge on the first turn of the ambush. Can shout a warning to the team.
Combat Reflexes Sammy never freezes — +6 to recover from mental stun, +1 all active defenses, +2 Fright Check

This is Sammy’s most important team contribution outside combat — his supernatural early warning system. Danger Sense + Combat Reflexes + Combat Sense (psionic) means the team is very hard to ambush when Sammy is on point.

Chain 6: Psionic Combat Sense — Battlefield Awareness (Active)

Situation: Sammy uses Combat Sense to gain a read on the tactical situation.

Phase Action Skill Target Notes
1. Concentrate Focus psionic awareness Combat Sense 10 ESP/Probability Alteration — gain vague awareness of tactical threats
2. Interpret Parse the information — — GM provides cryptic or partial information based on margin of success

Combat Sense at 10 succeeds ~50% of the time. Upgrade path: improve to 12-13 for reliable use.

Chain 7: Escape & Evasion — Captured (Extended)

Situation: Sammy is restrained or captured. His Escape skill and small size come into play.

Phase Action Skill Target Notes
1. Assess Check restraints Escape 12 or Lockpicking 10 12/10 Determine method of restraint
2. SM Bonus Use small size — +1 from SM -1 Dwarfism makes Sammy harder to restrain — smaller wrists, more wiggle room
3. Escape Work free Escape 12 (+1 SM) = effective 13 13 Or Slip Handcuffs technique at 7 for cuffs specifically
4. Evade Stealth away Stealth 13 + Shadowing 10 (+2 in crowds) 13/12 Small, easily lost in a crowd

Sammy’s Dwarfism is an asset here — SM -1 gives +1 to Escape attempts. Combined with Escape 12 and Less Sleep 5 (wait for the guards to doze), he’s slippery.

Chain 8: Vehicle Pursuit — Driving Combat (Multi-Turn)

Situation: Chase scene in vehicles. Sammy drives with one hand, shoots with the other.

Turn Maneuver Action Roll Notes
1 Attack Drive + fire pistol out window Driving 13 (control) + Guns (Pistol) 14 - range - penalties -4 for firing from a moving vehicle (typical).
Alt Concentrate Combat Driving technique Combat Driving 13 Evasive driving under fire.

Sammy’s DX 14 makes him a capable wheelman, and his pistol skills translate to vehicle combat better than most. At close range (2 yds, pursuit): 14 - 4 (vehicle) = 10.

Chain 9: Knife Kill — Close Quarters Decisive (1-2 Turn)

Situation: Knife drawn, enemy in reach. Sammy goes for the kill.

Turn Maneuver Action Roll Notes
1 Attack Knife thrust (vitals -3 or neck -5) Knife 14 - 3 = 11 (vitals) or 14 - 5 = 9 (neck) Vitals: x3 damage. Neck: x2 cutting.
2 Attack Follow-up slash or thrust Knife 14 If first attack hit vitals for x3, target may be down.

With ST 14, Sammy’s knife does Thr-1 imp = 1d-1 impaling or Sw-1 cut = 1d+1 cutting (ST 14 thrust = 1d, swing = 2d). Vitals hit: (1d-1)×3 = 0-15 injury. Lethal.


Combat Summary

Active Defenses

Defense Base With CR Notes
Dodge 9 10 9 base + 1 CR. -1 per encumbrance level
Parry (Brawling) 10 11 Brawling 14/2 + 3 = 10
Parry (Boxing) 9 10 Boxing 13/2 + 3 = 9
Parry (Judo) 9 10 Judo 12/2 + 3 = 9; can parry weapons at -3
Parry (Knife) 9 10 Knife 14/2 + 3 - 1 (weapon) = 9
Parry (Wrestling) 9 10 Wrestling 13/2 + 3 = 9

Unarmed Strikes

Attack Skill Damage Reach Notes
Punch (Brawling) 14 1d-1 cr C thr-1. No Brawling bonus (needs DX+2 = 16).
Kick (Brawling) 12 1d cr C,1 Brawling-2; thr.
Punch (Boxing) 13 1d-1 cr C No Boxing bonus (needs DX+1 = 15). Parry 10 w/CR.
Knee/Elbow 14 1d-1 cr C Brawling; close combat strikes.

Grappling

Action Skill Notes
Wrestling Grapple 13 Initiate grapple; ST 14 gives good control
Judo Grapple 12 Can parry weapons at -3
Judo Throw 12 Trip/slam opponent

Ranged Combat

Weapon Skill Snap Shot (2 yds) Aimed (2 yds) Notes
Pistol (×2) 14 14 16 Primary weapons; see DWA for dual-fire
Rifle 14 14 18 Standard infantry weapon
Pistol (DWA, each gun) 11 11 at 2 yds — Dual-Weapon Attack; no aiming

Key Combat Edges

Edge Source
No shock penalties ever High Pain Threshold
+3 to resist knockdown/stun High Pain Threshold
+1 all active defenses Combat Reflexes
+6 to recover from surprise Combat Reflexes
+2 Fright Checks (total 13) Combat Reflexes
Never freezes Combat Reflexes
Supernatural danger warning Danger Sense
Psionic combat awareness Combat Sense 10
-1 for enemies to hit at range SM -1 (Dwarfism)
Only 3 hours sleep needed Less Sleep 5

Key Weaknesses

Weakness Source Impact
Must kill — won’t take prisoners Bloodlust Self-control roll to show mercy
No empathy for suffering Callous -1 reactions, -3 Teaching, poor at comforting
Can’t resist investigating Curious Self-control roll to walk away from mysteries
Noticeably small Dwarfism (SM -1) -2 Disguise, -1 Basic Move
Compelled toward romance Lecherousness Self-control roll required; can compromise missions
Known as a savage Reputation -1 -1 reactions from those who’ve heard
Attracts supernatural weirdness Weirdness Magnet GM magnet for strange events — out of player’s control

Rules Reference
Humanoid Hit Location
RollLocationMod
3–4Skull–7
5Face–5
6–7Right Leg–2
8Right Arm–2
9–10Torso—
11Groin–3
12Left Arm–2
13–14Left Leg–2
15Hand–4
16Foot–4
17–18Neck–5
—Vitals–3
—Eye–9

Source: GURPS Basic Set 4e, p. B552

Size & Speed/Range
Speed/RangeSizeLinear Measure
002 yd
-1/+1±13 yd
-2/+2±25 yd
-3/+3±37 yd
-4/+4±410 yd
-5/+5±515 yd
-6/+6±620 yd
-7/+7±730 yd
-8/+8±850 yd
-9/+9±970 yd
-10/+10±10100 yd
-11/+11±11150 yd
-12/+12±12200 yd
-13/+13±13300 yd
-14/+14±14500 yd
-15/+15±15700 yd

Source: GURPS Basic Set 4e, p. B550

Equipment

QtyItemCostWeightNotes
1H&H Royal Double-Express, .600 NE$19,50016.4 lbFine (accurate). Signature elephant gun
1Holdout Pistol, .380$3001.3 lbConcealed carry
1Webley & Scott M&P, 9x20mm Browning$5152.3 lbSidearm
1Gyroc Pistol, 15mm (TL9)$2001 lbRecoilless rocket pistol
1Large Knife$401 lb
1Greatsword$8007 lb
1Powered Combat Armor (TL9)$80,000—DR 70/50, Full suit, E/18hr power
1Powered Combat Armor Helmet (TL9)$10,00015 lbDR 70/50, Head, C/18hr power
1Advanced Body Armor (TL8)$4,60017 lbDR 35/5, Torso, Concealable
1Ablative Suit (TL9)$1,2008 lbDR 24/4, All, Flexible
1Assault Boots (TL9)$1503 lbDR 12/6, Feet
1Ballistic Gloves (TL9)$30—DR 8/2, Hands
1Ballistic Helmet (TL9)$2503 lbDR 18, Skull
1Rebreather (TL7)$3,50030 lbClosed-circuit underwater/NBC
1Electronic Lockpicks (TL7)$1,5003 lb+2 to pick electronic locks
1Night Vision Goggles (TL8)$6002 lbNV9
1Climbing Gear (TL2)$204 lb
1Gun-Cleaning Kit$208 oz
1Group Basics$5020 lb
1Canteen$101 lb
1Lockpicks$50—
1Holster, Belt$258 oz

Load-Out: Load-Out 1

QtyItemCostWeight
1Power Suit$90,06517 lb
1Regular$91,55018 lb
1Stealth$23,83538.7 lb
  1. Session 01Operation Living Bomb →Sammy arrived at Las Vegas Airport and introduced himself as “the Savage.” He sized up Ronnie Vint and Guy LeFleur the way he sized up everything — quickly, quietly, with an eye toward where the…
  2. Session 02Terra-ble First Impressions →At the Voss Campus, Sammy spotted Brittany — a woman on the base who moved wrong.
  3. Session 3What Happens in Vegas →Sammy met Beth at the club on the first night and she stayed.
  4. Session 04Fallen Stars →Sammy configured the limpet mines before departure — eight tear gas, four concussion — and ran a systems check on the invisibility surface.
  5. Session 05Deep Sea Fragments and Desert Swarms →Brittany was in the briefing room.
  6. Session 06Vegas Vacation, Zombie Vexation →The parking lot was target identification and trigger discipline, and Sammy ran both until the swarm was thin enough to leave to the knights and the Brittanys.
  7. Session 07The Vegas Hive: Napalm and New Powers →Command handed Sammy the Vegas operation, and he ran it the way a frogman runs a demolition job — methodically, with overwhelming material and a high tolerance for the absurd.
  8. Session 8Earth’s Last Stand →Sammy went through the door a half-step behind Ronnie and stayed there — second man, weapon up, covering the angles while Ronnie did the loud work.
  9. Session 9The Day the Timeline Unwound →Sammy saw it happen the way he sees the things other people miss.

Every session in full →

Timeline

Full timeline →

Connections

People

Courted by

  • Beth NPC warmMet at a Las Vegas club; accompanied Sammy throughout the Vegas trip. Exchanged contact info at departure with genuine mutual interest.1 session: Session 03 - What Happens in Vegas

Places

Visited

  • Voss Campus Location5 sessions, Session 01 - Operation Living Bomb to Session 07 - The Vegas Hive - Napalm and New Powers
  • Los Angeles Location2 sessions, Session 05 - Deep Sea Fragments and Desert Swarms to Session 06 - Vegas Vacation, Zombie Vexation
  • Medieval Times Location2 sessions, Session 05 - Deep Sea Fragments and Desert Swarms to Session 06 - Vegas Vacation, Zombie Vexation
  • The Bellagio Location2 sessions, Session 03 - What Happens in Vegas to Session 05 - Deep Sea Fragments and Desert Swarms
  • RD3 Facility Location1 session: Session 08 - Earth's Last Stand

Organisations

Serves

  • Voss Dynamics Organization neutralAssigned to the defense contractor program from the US Navy SEALs2 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound

Member of

  • The Team Faction neutralSEAL operator on the contractor team — small, savage, and supernaturally aware
  • US Navy SEALs Organization neutral(Former) Sammy served as a SEAL operator — compact, savage, and making even hardened frogmen uncomfortable. His reputation for indiscriminate killing and his Weirdness Magnet made him a natural candidate for the contractor program.

Things

Empowered by

  • Power Juice Item warmGranted Sammy a size-alteration power2 sessions, Session 07 - The Vegas Hive - Napalm and New Powers to Session 08 - Earth's Last Stand

Wields

  • Gyrock Item neutralSammy's personal sidearm rocket launcher1 session: Session 04 - Fallen Stars

Events

Participated in

Mentions

Sessions

People

Places

Things

Creatures

Other