Gummi Sharks Groups
Gangs and Unities
A gang is a group of Gummi Sharks that agreed to support one another for one reason or another. Gangs are usually run by one leader, rarely two. They can be any size, but most have member number limits. Many gangs start from the youth, being it because of a group of friends wanted to work together to be extremely powerful, or siblings that actually get along deciding to convince each of their friends to make one big social group. Some gangs let others join by choice, some hold auditions or quests for entry if their gang is in high demand, or they recruit by force. A gang may have any group reputation (more info about reputations is here), but certain reputations may not be good for their gang's title and may require them to identify their group as a unity.
Unities are barely different from gangs other than the fact that they may consist of "nicer" Gummi Sharks working together for a (sometimes) good cause. Thanks to a big organization called W.H.A.L.E.S. United, gummi sharks with "nicer" personality traits are now able to be more of an influence on society with these gang-equivalent groups. A unity promotes a movement to change Gummi Shark society and take in donations from those that agree with them. They may still use intimidation tactics and other methods for power and influence much like a gang, but what makes them different is their intention to change things in the way they want to change them. The cause can be for anything they are able to promote, though unities usually require to have one of the following group reputations:
They like to label their positions differently, but they are basically the same as a gang. A unity may or may not actually help the Gummi Shark society since some use their "nicer" reputation for their own selfish gain.
- Sweet
- Passionate
- Content
- Minty
They like to label their positions differently, but they are basically the same as a gang. A unity may or may not actually help the Gummi Shark society since some use their "nicer" reputation for their own selfish gain.
General Member Rankings in Gang (or Unity):
Rank I (highest)
Leader* (Unity: President)
While they have the highest power in the gang, they also have the highest responsibility. They make the final decisions, recruit members, plan raids, attacks and defense, form the HQ of the gang or unity, calm disputes in the gang or unity, make compromise or alliance with other gang or unity leaders, and make sure the gang’s or unity's mission statement is still being met. Requires leadership skills, wise decision-making, negotiation skills, firmness, strength, brains, and a care for the gang. Everyone in the gang either praises or respects them if they are a good leader. Rank II (second highest)
Treasurer* (Unity: Accountant)
In charge of guarding, accounting, and obtaining currency from other members. Requires counting skills, high resistance to hunger, huge amount of trust from the Leader, and sternness. Highly praised and rewarded if job is done well continuously. Sponsor* (Unity Only) A very vital member of a Unity, the sponsor is in charge of promoting and persuading other Gummi Sharks to supporting the Unity's cause. Requires charisma, charm, social skills, persuading skills, and being groomed well. Very high praise is given if they bring in donations and attention to their unity. |
Rank II (cont.)
Second Hand* (Unity: Helping Hand)
Pretty much the vice leader, a second hand is second in command when the leader isn’t available to be over the gang. They have all the responsibilities the leader has plus they also make sure to communicate to the leader how the gang feels about the leader’s decisions. Requires loyalty, leadership skills, highest amount of trust from the leader and the gang’s members, strength, quick decision making skills, and authority. Extremely praised by leader and Rank II members and respected by lower rank members. Food Distributor Is over the storage, management, and protection of food. Requires management skills, guarding skills, trust from other members, and ruthlessness. Very appreciated by Rank II and I members, may be hated by Rank III and below members however. Recruiter (Unity: Shark Resources [SR]) If the leader has a need for it, they can hire a recruiter to do their recruiting for them. The recruiter is in charge of hiring or gathering new members, throwing out rouge members, and raising the rank of current members. They may have scouts help search for new potential members. Requires social skills, perception, decision skills, and trust from the leader. High praise is given if they hire good members. |
Rank III (medium)
Scout* (Unity: Lookout)
Multiple may have this job. They are usually the first ones to sneak into enemy territory and come back with information. They have authority over Bait and work alongside with recruiters and map makers. Requires stealth, stamina, good navigation skills, light steps, and some leadership skills. Mild praise is given if job is done well. Medic* (Unity: Health Expert) They make sure everyone is patched and stitched up after a fight. Also specializes in identifying health issues and taking out those who are in endless misery from their deep wounds. Requires knowledge of Gummi Shark anatomy, remedy making skills, non-queasiness, and a lack of attachment to living beings. Rewarded decently if they keep most members alive. Chef Put in charge of preparing meals for members. The better the chef, the better quality of food they’ll be given to work with. Requires sensitive taste, good sense of smell, cooking/preparing skills, and creativity. Mild praise is given if food is good, groans are given if food is continuously horrid. |
Rank III (cont.)
The Sledgehammer (Unity: Chief)
A rank up from Bulldozer, The Sledgehammer is a while deserved title for intimidating sharkies that mean business. They will not only use their look to scare others but also their brute strength to show they mean what they mean. Some are able to take down walls and big groups of Gummi Sharks, hint the title of “The Sledgehammer”. Requires large amount of gumminess, muscle mass, pounding fighting skills, unbelievable strength, and a blank face. Respected by most members and is looked up to by Rank IV members and below. Dicer (Gang only) Often works alongside The Sledgehammer, the Dicer is a very lethal foe. They know exactly where and how to hit to take an opponent down quick. If you run into a gang with this kind of sharkie, you might as well call it quits. Requires stealth, dexterity, good coordination, speed, and knowledge of Gummi Shark anatomy. Respected and feared by most members. Map Maker (Unity: Navigator) In charge of forming a map of the gang’s territory and rival gang territories. May require scouts to run into a territory before the map maker. Requires writing skills, drawing skills, mathematics skills, high attention to detail, and good navigation skills. Decently rewarded if their maps are accurate and easy to read. |
Rank IV (second lowest)
Grunts* (Unity: Workers)
Multiple sharks are required for this job. They are the main fighters of the gang and are stronger in number than alone. They will be the enforcers of declared attacks, threats, or theft. Minimal rewarding is given for this job. Grub (Unity: Gathers) Multiple sharks may be required for this job. Grubs are the hunters and gatherers of the gang, retrieving as much food as possible for the gang. Requires hunting skills, stealth, good smell, and some heavy lifting. Minimal rewarding is given if high abundance of food is brought back. Bulldozer (Unity: Security) Pretty much the intimidation of the gang. They are solely used to bend other sharkies to their will by threatening them with that sharkie’s big body structure. Requires large amount of gumminess, muscle mass, some fighting skills, and fearlessness. Pats on the back are given by higher ranks. Tank (Unity: Trouper) The meatshield of the gang that goes first into rumbles. Requires being able to take lots of punches and bites, tough skin, endurance, and a minimal amount of fighting skills. Minimal rewarding is given. |
Rank V (lowest)
Flagmarker (Untiy: Pioneer)
In charge of running far distances to mark claimed territory with their gang’s flag. Requires high endurance, stamina, and stealth. No rewarding or back pats are given for this job. Bait* (Gang only) In charge of running into enemy territory to lure rival gang members into a trap or just be a general diversion. Requires high stamina, quick reflexes (dodging wise), and bravery/willingness to face death multiple times. If the job is done well, the Bait may get an approving glance from a Rank III member. No rewarding is given for this job. Floorface (Gang only) Literally a job to be a doormat. In gangs that are all about keeping their looks up and not getting dirty, this job requires to handle dirty work or be used as a bridge to cross a puddle. No rewarding is given for this job, in fact humiliation is given instead. Jellyshark (Unity: Refresher) In charge of whatever any higher ranks tell them to do. Most of this includes getting cups of jelly, cleaning clothes/treasures, testing meals made by chefs, and whatever else other members can think of. Requires lack of dignity, loyalty, and endurance. No rewarding is given for this job. |
*This is absolutely necessary for a group to be officially registered as a gang or unity in Gummi Shark society.
Mayhem
A mayhem is one ridiculously large gang or unity ran by a board of sub-leaders (up to 5) all under command by one main leader. Usually mayhems form when a gang has many family members who then have many children at once. It isn’t unheard of for Gummi Sharks in mayhems to share partners just to make it even bigger. It is a tool to intimidate; being a leader of a mayhem enables Sharkies to use it to easily bend other gangs into their will. Running it is a whole different story. With how fragile and weak the loyalty and infrastructure is in a mayhem, one wrong leader, and everything can fall into… well mayhem. This is one reason why many gangs put a limit on how many members can join their gang.
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Clans
A clan is a multi-level organization that is made up of a few tiny gangs or unities with agreements or conditions that warrant them to work together from time to time. A clan may have the leaders of each gang distribute ordering power equally amongst each other, or put one leader in charge of meetings and orders. Clans are very convenient tools of protection for private, specialized, and/or extremist gangs that tend to be smaller in member size due to their strict beliefs and systems.
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Chain Network (or just Chains)
Chains are multi-level organizations that is made up of many large gangs or unities with agreements, conditions, and/or common interests or goals that connect with one another to achieve a greater goal. While there are leaders for each individual gang, the chain is managed by one singular “unbiased” leader that either has a very small personal gang or is not associated with any gangs in the chain. This is a very powerful and intimidating group of Gummi Sharks; if Gummi Sharks fighting against one another is bad, them working together is even worse. If you mess with one gang or attempt to take it out that’s connected to a chain, you will have 10 more gangs team up against you. There are few chains found in Gummi Shark society, but you better know of them to know who to avoid ticking off. Chain networks can be used to fend off against the chaos of mayhems with the power of true order and loyalty.
General Gang Rankings in Chain:
General Gang Rankings in Chain:
- Rank S
- Leader, better known as the Boss (gang) or Chairman (unity)
- The Crowd (optional, the Boss’s personal gang)
- The Boss/Chairman has 10 votes in meetings
- The Boss/Chairman and The Crowd has all the gangs in the chain to back them up at all times
- Lower ranks can only object to the Boss’s or Chairman's decisions in meetings; any objection outside of meetings will result in banning from the chain or even fatal consequences
- Rank A
- Up to 6 gangs can be A Rank in a chain
- They have B rank and C rank gangs to back them up at all times
- Their leaders have 2 votes each in meetings
- If all the A ranked leaders or if some A ranked and B ranked leaders oppose the Boss’s decision, the Boss will have to reconsider their decision.
- Up to 6 gangs can be A Rank in a chain
- Rank B
- Up to 10 gangs can be B Rank in a chain
- They have their own rank gangs and C rank gangs to back them up sometimes
- Their leaders have 1 rote each in meetings
- Rank C
- Unlimited amount of gangs can be C Rank in a chain
- They serve under the order of the Boss, S Rank, A Rank, and B Rank gangs
- Their leaders have half a vote each in meetings
- Only have each other to be backed-up by in an immediate emergency
Bonding Agreements
A bonding agreement, or bond for short, is a promise between two Gummi Sharks to protect one another with their lives until death. The foundation of this strange practice started from Gummi Sharks that wanted to rid of intense rivalries between gangs by making a living alliance with a member from each of their gangs. Nowadays Gummi Sharks use this practice on more of an individual level, mostly to be in a committed relationship without romance (in some cases), to make themselves stronger, or as peace treaties to spare their lives from death.
There are 3 types of bonding agreements: Treaty, Friendly, and Physical.
There are 3 types of bonding agreements: Treaty, Friendly, and Physical.
Treaty Bonds
A treaty bond is the most “peaceful” and formal of the three. The restrictions for treaty bonds are very strict. Neither sharkie is allowed to lay a hand on the other to harm them, or the one harmed is allowed to have someone else or themselves to take the other out. They may have very little verbal disagreements to avoid eyes being on the two of them. If both break the rules, both will meet potentially fatal consequences. Each is required to keep the other alive unless said otherwise. This sort of bond would be made in the case of bringing a halt to gang or family rivalry, or when two sharkies need to care for a pup. These are often written agreements. |
Friendly Bonds
Friendly bonds are a lot more light and made between good acquaintances. If it were to ever happen, one may hit the other equally as hard as they were hit. Verbal disagreements are discouraged and rarely happen in these type of bonds as it could damage the actual acquaintanceship. Other rules are up to the two individuals. These are often verbal agreements. |
Physical Bonds
Physical bonds are probably the most desperately made and hardest bonds to break. There are either no rules other than not to let either one die (this doesn’t necessarily mean keep one as far away from death as possible) and never separate. In some cases it has one sharkie making all the rules. Usually physical bonds are made at one or both of the sharkies’ slither of life, or forced upon one sharkie when the other is deeply scared for their lives. These are often visual agreements signified by the physical thing connecting the two together. |