The Seafangs are a pirate faction, formed of nearly all Water-type Pokemorphs. They are modern-day pirates, and not the kind that trade music - these are not the rollicking, singing pirates of classic films with a touch of the vicious cut-throat pirates of modern day. They prey upon Pokemorph and human trade alike, and travel asea aboard a commandeered military frigate, the Nocturne. The Seafangs were formed by Captain Skiv, an Azumarill-Morph, but due to a crippling injury, she has stepped back to allow Captain Darach full command.
How to get in
The Seafangs are always recruiting new members, however, they only allow Water-type Pokemorphs. Dual-types are fine, as long as either the primary or secondary type is Water. Joining is often as simple as sniffing out a crew member and asking to join - they're happy to increase the ranks, and will direct you to a high-ranking member for initiation (if they are not a high rank themselves).
Keep in mind that joining the Seafangs is a life-long commitment; and they will actively pursue and eliminate anyone that attempts to leave. It is a dangerous and harsh life - the Seafangs have many powerful enemies.
You can join the Seafangs with either an existing character, or apply for an entirely new character that is already a member. Any questions you have about the Seafangs can be directed to Phineus or Battie on the MUSH. Please note that all new Seafangs must have the approval of either Battie or Phineus whether they are an existing character that wishes to become a pirate, or apply for a new character that is already a Seafang. They can be contacted via page or @mail on the MUSH.
Please note that any potential pirate will most likely be a Water-type. The Seafangs are currently allowing a few rare exceptions; please contact Battie or Phineus for more information on whether your non-Water type character or idea will be a good fit.
- Captain: The leader and commander of the Seafangs. The Captain's word is the law aboard the Nocturne, final and absolute.
- The current position of Captain is shared between Skiv and Darach.
- First Mate: Second-in-command, this position has essentially the same command as the Captain. Second Mate will also operate in the Captain's position when she is absent or disabled.
- The current First Mate is Stede; he also fills the position of Head Cook.
- Second Mate: Third-in-command, this position also has essentially the same command as the Captain, though must still answer first to both Captain and First Mate. Second Mate will function in the leader's capacity if both Captain and First Mate are unable.
- The current Second Mate is Ghardet.
- Quartermaster: The Quartermaster (sometimes shortened to Master) fills the role of navigator and helmsman.
- The current Quartermaster is Aquila.
- Bosun (Boatswain): The Bosun is responsible for the general upkeep and maintenance of the ship, as well as ensuring each crew member is performing their proper duties at their stations.
- The current Bosun position is open.
- Chief Gunnery Officer: The Chief Gunnery Officer oversees the operation and maintenance of the ship's weaponry and ammunition stores. Though the CGO is primarily responsible for the artillery, he also supervises the maintenance of any personal arms wielded by the crew. He is also in direct command of the Gunner faction of the crew.
- The current Chief Gunnery Officer is Farina.
- Scout: The Scout serves as a commanding officer for combat operations.
- The current Scouts are Drake, Nobody, Wraith and Eztli.
- Medical Officer: The medical officer leads the medic teams and is responsible for training the medics not only to perform their current duties, but to expand their repertoire of skills so that the loss of one medic would not be considered catastrophic.
- The current Medical Officer is Crag.
- Crew: All Crew members are of a generally equal rank, though as a general rule, seniority rules. Individual Crew titles are as follows:
- Medic: These crewmen are well-trained emergency medical response personnel. They are specifically taught how to administer first aid quickly and efficiently to injured morphs, and serve as nurses in the sickbay and infirmary. Some are educated enough to perform surgery. They are under the direct command of the Nocturne's Medical Officer, Crag.
- Deckhand: Deckhands are responsible for general maintenance aboard the Nocturne. Primary duties are generally assigned based on a given crew member's skills and talents, but their day-to-day activities will vary depending on the ship's needs, from hauling supplies to painting the hull.
- Cook: They cook. They are responsible for keeping the crew healthily and happily fed while maintaining the kitchen. Starving or food-poisoned pirates do no one any good, except perhaps the authorities. They are directly overseen by the Head Cook, Stede.
- Gunner: These specialists operate the gun turrets and maintain all of the ship's weapons, from puny concealed pistols to the monstrous ten inch gun turret. They are also responsibly for taking an inventory of every last weapon in the small arms locker and every last round of ammunition, including the officers' sidearms. They are directly overseen by the Chief Gunnery Officer, Farina.
- Marine: The Seafangs' special forces. Marines are combat specialists that lead boarding parties as shock troops, execute particularly difficult land missions, and serve as bodyguards. The marines are often divided into areas of ability and/or expertise and fight in small fireteams. The Marine Air Corps, comprised entirely of flying morphs, is led by Scout Wraith. The Marines' Surface Ops is led by Scout Drake.
- Engineer: Engineers are the technical specialists of the Seafangs. They are responsible for the maintenance and repair of the ship's critical systems, such as the onboard electrical system, the water purifiers, and the diesel engines. They are also sent to make emergency repairs on the ship's armored hull, should it be breached.
- Fresh Meat (New Recruit): The lowest possible rank, newbies must answer to any other Seafang, within reason. This position is used for new joining members until a proper rank can be established. In the meantime, they are put up to the drudge-work that no one else on the crew has any desire to do, such as pumping bilge water, repairing sewage pipes, and scraping barnacles from the Nocturne's hull.
The Seafangs' ship, the Nocturne, is a Type 23 military frigate weighing approximately 5,000 tons. While these frigates are outdated as a military vessel, and the Nocturne itself is an old ship, it is nonetheless a formidable force under the command of Pokemorph pirates. The Seafangs have made a number of modifications to the ship; most notably, the crews' housing area has been completely redone to allow each crew member their own private (if cramped) bunk. Other than that, the ship's weapon systems were given an overhaul-- An auto-loading dual ten-inch gun turret, a pair of five-inch gun turrets, a highly adaptable Tartarus missile launcher, and four close-in weapon system arrays were added.
The exterior of the ship has recieved a stealth retrofit that has covered the ship's outside surfaces with radar-absorbing materials and modified much of its geometry. The weapon turrets have been designed with surface angles that minimize radar reflection. The ship itself has had much of the antennae cluttering the top of the tower removed and fitted into stealth domes. Thanks to these radar countermeasures, the Nocturne appears to most radar systems as a yacht about 60 feet long.
The Nocturne's standard engines are a pair of General Electric 5,000-horsepower (3.73 MW) electric motors powering a pair of retractable, controllable-pitch propellers through continuously variable transmissions, with a third identical motor as backup. These provide the Nocturne with a 20-knot cruise speed and a 30-knot maximum speed.
The Nocturne has a secondary drive system consisting of four 12,750-hp (9.5 MW) gasoline turbine engines powering four retractable thrust-vectored water jets. These cutting-edge water jets use a three-stage compression system that virtually eliminates cavitation while maximizing output volume and velocity. As a result, the Nocturne can cruise at 37 knots, and reach a maximum speed of up to 55 knots. Due to its incredible fuel consumption, the turbine system is typically used only in emergencies and blitz attacks. When not in use, the jets retract into the ship's hull and both the intakes and exhaust ports are sealed shut flush with the hull.
Unique to the Nocturne is a tertiary drive system that remains entirely hidden until it is being used. Three fully retractable masts hide below the Nocturne's decks. When deployed, The mainmast extends 120 feet up into the air. The foremast stands 100 feet tall, and the mizzenmast stands 90 feet. All three come complete with auto-deploying sails and fully automated rigging. While it is the slowest of the propulsion methods, it consumes the least fuel, only requiring the electrical generators that power the ship's systems.
Using standard drives, the Nocturne's maximum range is approximately 15,000 nautical miles at 15 knots. Using the secondary drive system at maximum power, the Nocturne's range is no more than 5,000 nautical miles.
- Main Battery: 1x twin-ten-inch gun turret, redesigned to self-load and automatically select several different types of ammunition, ranging from armor-piercing solid shells to shrapnel-airburst anti-personnel rounds. Fires 400 lb. projectiles @ 4,000 ft/s up to 40nm with an effective range of 30nm. A small store of special Extended-range guided munitions (ERGMs) are onboard. An increased powder charge can launch the guided, self-propelled 600-lb. shell up to 80 nautical miles. Their rarity is cost-prohibitive.
- Support Batteries: 2x single-barrel five-inch gun turrets (5"/62) based on the Mark 45/mod 4 weapon platform for both surface bombardment and anti-aircraft operations, one on the bow and one astern. Standard ammunition types afford an effective surface attack range of 13nm. Extended Range Guided Munitions (ERGMs) are also available for the five-inch gun, with a range of 30nm, but their rarity is cost-prohibitive.
- Close-in Weapons: 4x autocannon nest: Each autocannon nest consists of a 35mm Oerlikon autocannon flanked by a pair of .50 cal machine guns. The Oerlikon turret can fire a variety of shells ranging from offensive armor-piercing depleted uranium shells to advanced defensive airburst submunitions, depending on the situation. The Oerlikon also offers a distinct range advantage over more standard 50-caliber or 20mm Phalanx-type CIWS systems. The flanking .50 cal machine guns can be remotely controlled or manned on location for close-range anti-personnel work. Four additional .50 cal machine gun turrets sit at each of the four corners of the command tower. They can deploy at a moment's notice, manned on location or operated from the Fire Control Vault far belowdecks.
- Missiles: A single Tartarus missile launcher sits at the stern of the ship. The only indication of its existence is a pair of trapdoors that pop open immediately prior to a missile launch. The missile stores include a number of long-range anti-surface missiles such as the RGM-84 Harpoon anti-ship missiles, A few standoff-range land attack (SLAM) missiles with a range of 155 nautical miles, and several long-range land-attack missiles based on the Tomahawk cruise missile, with a range of 700 nautical miles. Also onboard is a slew of surface-to-air missiles, including a rapid-fire short-range anti-air launch protocol based on the British Rapier system and a few high-altitude interceptors.
- Other: Four auto-loading torpedo tubes are hidden below the Nocturne's waterline, much like those of a submarine. Two face forward in the bow and two face aft in the stern. These operate in much the same way as standard torpedo launchers. A pair of depth charge catapults discreetly flank the Tartarus missile launcher, one facing port and the other starboard. Each one is capable of quickly setting detonation depth and launching the compact, lethally high-explosive charges up to a hundred yards from the ship.