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Chief Sargasso

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Legacy from the DeepDon "Major Deej" Finger
00:00 / 05:09

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

​RELATIVE AGE: 

MARITAL STATUS: 

Sam "Sunny" Stevens

Known

American/Hero

Yes

33

Divorced

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

Chief Petty Officer Stevens

Seaguardians

N/A

N/A

Don "Major Deej" Finger

2 Dec 2007

RELATIONS:

 

Barbara Stevens (ex-wife)

Brian Stevens (son)

Amelia Stevens (daughter)

History

Chief Petty Officer Sam Stevens was never the type of man who needed to be liked.

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He needed to be respected.

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A United States Navy Master Diver, Stevens built his career in the most unforgiving environments on Earth: deep water, wreckage fields, classified recovery zones, hostile seas, and places where a mistake could turn a rescue into a body recovery in seconds. He had completed hundreds of dangerous dives, many of them military, many of them never publicly acknowledged, and more than a few that brought him face-to-face with death.

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Stevens survived those moments the same way he survived everything else: patience, discipline, stubbornness, and a refusal to panic.

Professionally, he was exacting. Personally, he was combative. Stevens had a habit of getting in people’s faces, challenging weak plans, and saying exactly what he thought whether anyone wanted to hear it or not. His abrasive attitude earned him an ironic nickname among those who knew him best: “Sunny.”

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No one called him that because he was cheerful.

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They called him that because he was not.

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In 2009, Chief Stevens was assigned to a classified recovery mission that changed his life forever.

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The year before, the U.S. Navy had been working with Dr. Robert Ballard on a deep-ocean search for a lost Japanese World War II battleship. During the expedition, Ballard’s team discovered something no one expected: the armored remains of Sargasso Sailor, a long-lost member of the Allied Fighters, the legendary heroic team that fought during World War II.

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According to the surviving accounts, Sargasso Sailor had been on a mission to mine the same Japanese battleship, along with two other vessels, before vanishing. The official wartime records were incomplete, and many details had been lost over the decades. What remained was part history, part rumor, and part myth.

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Sargasso Sailor had been a Greek sailor bonded to a mysterious form of magical seaweed attached to his arm and back. The seaweed had allowed him to swim at incredible underwater speeds, fast enough to outrun torpedoes and surface craft. During the war, Allied intelligence had questioned him repeatedly about the organism, but he revealed little. At the time, the seaweed was judged strange but mostly harmless — more parasite than threat.

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By 2009, almost no one alive knew anything useful about it.

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The few remaining records had been destroyed in a warehouse fire in the 1960s. When the Navy reached out to Major Invader, former leader of the Allied Fighters, his answer was blunt: Sargasso Sailor was dead, and he had little useful information about the magical seaweed beyond the fact that it had been powerful, strange, and poorly understood.

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That was all Chief Stevens had to work with.

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The Navy planned the recovery for months. Stevens and his dive team were selected to retrieve Sargasso Sailor’s remains and armor from the wreck site. It was supposed to be a difficult but controlled operation: recover the armor, secure the remains, document the site, and bring everything to the surface for analysis.

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Then Stevens touched the armor.

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The seaweed was still alive.

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No one had seen it clearly in Ballard’s footage. No one had realized it remained hidden beneath the corroded armor. When Stevens tried to move the rusted suit onto the recovery platform, the organism surged out from under the remains and latched onto his dive armor.

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It did not attack him.

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It also refused to let go.

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At depth, with an unknown magical organism attached to a Navy Master Diver, command had to make a decision. They could disconnect Stevens and leave him on the ocean floor, preventing possible contamination of the surface vessels. Or they could bring him up, place him in strict isolation, and deal with whatever the organism was once he was inside a decompression chamber.

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They chose not to abandon him.

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Stevens was brought to the surface and sealed inside a decompression chamber with the organism still attached.

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For two weeks, scientists, military doctors, magical consultants, and biological specialists argued over what they were seeing. The seaweed was not an artifact. It was not dead magical residue. It was alive, intelligent, and responsive. Attempts to separate it from Stevens caused severe agitation in the organism and physical distress in Stevens. It had bonded to him as its new host.

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Stevens was furious.

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He had gone down as a Master Diver. He had come back up with an unknown living entity attached to him, a classified command structure watching his every move, and no clear way to regain control of his own life.

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Still, Stevens was not cruel. As angry as he was, he recognized something important: the organism was not malicious. It was confused, defensive, and attached to him for reasons no one fully understood. Removing it by force might kill it. Worse, if it survived, it might bond to someone else.

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So Stevens did what he had always done.

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He adapted.

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Rather than isolate him indefinitely, the Navy created a classified program around Stevens and the entity: Project: Sargasso.

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At first, communication was crude. The organism could not speak, but it could transmit flashes of imagery into Stevens’ mind — black-and-white impressions, instinctive signals, emotional responses, and visual memories. Over time, Stevens learned to interpret those signals. The entity learned to understand him. What began as an unwanted bond slowly became a working partnership.

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The more they trained, the more astonishing the results became.

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Bonded to Stevens, the seaweed entity displayed abilities beyond anything documented from the original Sargasso Sailor. It enhanced Stevens’ underwater speed, mobility, and endurance. It reacted to danger before he did. It allowed him to maneuver in deep water with terrifying efficiency. Combined with a new high-tech submersible suit, Stevens and the entity became one of the Navy’s most successful experimental undersea assets.

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The project should have made him invaluable.

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Instead, it became political.

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When details of Project: Sargasso leaked to the media, the story exploded. Stevens and the entity were described as a living weapon. Advocacy groups demanded the organism be granted independent protections and “released” into the ocean. Others accused the Navy of exploiting an intelligent magical life-form. Commentators who knew nothing about the bond began declaring what was best for both of them.

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The problem was that the entity did not want to leave Stevens.

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Stevens, for his part, would have accepted separation if it could be done safely. He wanted his old life back. But he would not allow the organism to be killed, dissected, or thrown into the sea to satisfy activists who did not understand it. He also feared that if forcibly removed, the entity might latch onto another human host.

​

Caught between military command, public pressure, and the survival of the organism bonded to him, Stevens tried to leave the Navy.

The Navy responded by charging him under the Uniform Code of Military Justice for conduct unbecoming a member of the armed forces. He was sent to Leavenworth, Kansas.

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He was there for one week.

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Then GUARD came for him.

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Under international authority, GUARD secured Stevens’ release and transferred him to one of its facilities. There, for the first time since the dive, Stevens was not treated like a failed experiment, a military asset, or a public relations problem. He was treated like a man who had survived something impossible and was still trying to do the right thing.

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GUARD asked him one question.

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Would he and the entity be willing to use their bond for good, not as a weapon of war, but as protectors?

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Stevens did not need long to answer.

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He agreed.

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In the months that followed, the U.S. Navy conducted a judicial review of the charges against him. The findings were reversed. Stevens received an honorable discharge and his pension, ending his formal Navy career with the respect he had earned.

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But his work in the water was not over.

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With GUARD, Stevens took on a new name: Chief Sargasso.

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Today, Chief Sargasso serves as a member of the Seaguardians, the maritime and undersea team within GUARD’s larger Guardians structure. He and the entity have built a stable symbiotic life together. When Stevens needs privacy or a normal routine, the entity can retreat into a dormant state within him. When danger calls, the two operate as one.

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Their bond is not ownership. It is not possession. It is a partnership built from conflict, survival, patience, and hard-earned trust.

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Chief Sargasso remains blunt, combative, and hard to impress. He is still every inch the Navy Master Diver: disciplined, experienced, and allergic to stupidity. But beneath the roughness is a man who refused to abandon a living being he never asked to carry, then chose to turn that burden into a mission.

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Together, Stevens and the Sargasso entity can perform undersea feats few others could survive, let alone match. They are fast, resilient, adaptive, and deadly when necessary. More importantly, they are proof that even the strangest bond can become something honorable when both sides choose trust over fear.

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Sam Stevens went into the deep to recover a dead hero’s legacy.

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He came back carrying it.

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Now, as Chief Sargasso, he has become something new: not the return of Sargasso Sailor, but the next chapter of the legend.

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Powers

Power Origins: Magic (Dark/Death magic)

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SARGASSO MAGICAL ENERGY ENTITY (SMEE AKA "Smee")

The entity is an unknown (actually "Death/Dark") magical energy that is not quite sentient, yet has a level of responsiveness including an interactive symbiotic intelligence.  The entity is believed to be thousands of years old and is believed to have once been a part of the lost civilization that was once Atlantis. It has the following capabilities:

  • Dark Energy

    • Shielding/Dark Armoring

      • Provides incredible protection from any and all forms of damage by one of two methods:

        • Creates a shield on one arm for full incredible protection across the arm and acts as a blocking agent in the same manner as a shield

        • Covers deep-sea suit/armor and provides and additional remarkable level of protection against all forms of damage

      • Magical defenses are even greater at fantastic levels

    • Melee Attacks

      • When covering Chief Stevens' fists, it amplifies Stevens' strength in melee combat up to remarkable levels.  He normally only uses his strength for melee combat to excellent levels though, since remarkable levels seem to 'bother/hurt' the entity after prolonged melee attacks at that level.

    • Siphoning Life Energy

      • If the entity feels weakened, it will attempt to draw just enough energy to replenish itself, usually from a person/being attacking it/Stevens.

      • It has an excellent ability in doing this, capable of extracting up to 20% of a person's/being's health in several seconds.

      • This energy not only goes to the entity, but can be transmitted to Stevens to boost his health by however much it decodes upon, but usually communicates this in their mental link that it is doing so.

      • It can also siphon energy from Stevens, but is reluctant to do so unless the host (Stevens) allows it to be so.

      • Usually, the entity will siphon energy from an attacker if the host (Stevens) is hurt and health is less than 50%; it would replenish its own energy first, then the host, but there are times that the entity allowed itself to be weakened and instead transferred the energies to Stevens, knowing that Stevens needed it more (love? survival?).

      • As a residual effect of the siphoning, the person/being being siphoned from usually is weakened, lowering their fighting, agility, strength and endurance by a whole level for up to 10 minutes.

    • Dark Entanglement

      • Can emit from Stevens' body/armor up to 12 feet away and hold/immobilize a person/being with remarkable strength using its tendrils to do so.

      • Will maintain this hold as long necessary and/or as distance between held/immobilized person/being stays within 12 feet, otherwise, entity will break off the hold and return to the host (Stevens).

      • Fear Attack

        • While in this 'entanglement', the person/being being held/immobilized also must counter a psychic attack of a good level against the entity's imposition of 'fear' upon the person/being.  This is contact only, and will diminish over time unless the person's/being's psyche takes a critical hit from the entity's fear attack (which might leave the person/being permanently at a reduced psyche level and obsessively fearful of the entity for a far longer time than normal (results have been amassed of Germans from WWII alive today that are still affected by Sargasso Sailor's entity's fear attack 70 years before). 

    • Dark Energy Battery/Sponge​

      • Stores up to unearthly (1000 units) of dark/magical energy.​

      • Can siphon/draw energy from ambient environment (so long as there is life around it) at a minimum of typical rate over several seconds to as much as a fantastic rate (600 units over several seconds).

      • When its energies drop to less than 10 units, it will pull energy from anything, including the host, to replenish itself, otherwise it ensures that the host is healed with its energies as best it can, and then redistribute the siphoned power into itself for storage.

  • Hyper-swimming

    • When used as a propulsion system, the entity can allow it and the host to travel up to unearthly underwater speeds in excess of 435 knots (equates to 500 mph underwater).

    • When hyper-swimming, a feat that can be done is that much like a torpedo attack, wherein the speed of the entity/host can potentially allow them to ram and punch a hole into materials up to incredible levels.​

  • Psychic Link​

    • While both are within 20 feet of each other, the two share a remarkable psychic/imagery-based communications link system (flashes of images, some very alien in viewing)

    • Should the two ever separate, the host and Smee will retain the same link but at a level drop over each mile's distance between them, as well as a level drop for each week away from each other.

    • When their psychic link has dropped to nothing, the entity will no longer remember or know the previous host thereafter, even if the two do come back into contact after that (does not retain long term memory). ​

​

Equipment

DEEP SEA ARMOR (SARGASSO SUIT)

Armor provides remarkable protection against all forms of damage except psionic and magic.

  • Life Support

    • Revolutionary high tech oxygen generation system using surrounding sea water with a form of electrolysis, providing oxygen and oxygen storage in cells in the suit for indefinite periods of time as long as it is used in an oxygenated/aerated watery environment

    • Can store oxygen for standard use up to 20 hours (Nitrogen bleed from suit's cells allow for adjusted mixes (electro-chemical automation)

    • Run off of suits power pack (uses all of 1 unit of energy over time)

  • Helmet

    • Contains interactive communications suite with encrypted transceiver capable of ranges up to 25 miles above water, 600 feet below water (pending on thermal layering effects)

    • Heads-Up Display (HUD) with tactical computer displays and readouts utilizing remarkable level computer interaction and interface with various networked sources (including worldwide internet).

    • Targeting system accommodates for increased fighting and agility during combat (by one level each).

    • Flash protection against up to incredible levels of flash/blinding damage.

    • Night/Dark Vision against up to incredible levels of darkness.

    • Uses a max of 2 units of energy over time.

  • Chest Light

    • Provides excellent illumination in dark locations

    • Uses a max of 1 unit of energy over time

  • Water Propulsion Pack (WPP)

    • Provides underwater accelerated linear travel up to remarkable speeds (100 knots) using  power pack energy.

    • While travelling with the WPP active, the suit also has a small turbine generator than aids in recharging the WPP with 5 units over time, so long as it/they are moving through the water and the turbine is engaged.

    • At max speed, can use 5 units of energy over time.

  • Suit's Power Pack

    • Provides 1000 units of stored electrical energy for armor/suits operations and equipment

​

Talents

  • US Navy Diver (Master)

  • US Navy Operations (Professional)

  • Leadership (Professional)

  • Military Equipment/Weapons (Professional)

  • Marksmanship (Professional)

  • Military (Professional)

  • Martial Arts: Holds/Escapes (Professional)

  • Martial Arts: Melee Fighting (Boxing) (Proficient)

  • Boat/Ship Captain (Proficient)

  • Psychic/Imagery-based Communication with Smee (Proficient)

  • Dark/Death Magic (Proficient)

  • Navigation (Proficient)

  • Electronics (Proficient)

  • Communications/Equipment (Proficient)

  • Classified Military Operations (Proficient)

  • Speed/Pleasure Boats (Professional; hobby)

  • Engines (Diesel, Air Intake) (Proficient)

  • Undersea Exploration/Equipment (Professional)

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Major Deej Universe TM 

Website courtesy of Wix.com

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© 2026 Don Finger. Major Deej Universe, Major Deej Studios, Major Deej Comics, MDU, all original characters, logos, stories, artwork, concepts, and related materials are owned by Don Finger. All rights reserved.

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