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Reference · Fantasy race

ENTP in Fantasy race

ENTPs would have been born kitsune, many-tailed fox spirits. Clever, playful and more interested in new possibilities than settled answers. Infuriating at times, but when a situation is stuck, the idea that unsticks it usually comes from the fox.

Base identity in this theme

The Kitsune

Every new tail makes the pranks more elaborate

ENTP splits four ways in Fantasy race

Same four letters, four different results. Which one a person gets depends on their strongest axis — and only the test can tell you that.

Strongest axis: E

The Tavern-Debating Kitsune

Switched sides just to have someone to argue with

Strongest axis: N

The Shapeshift-Theory Kitsune

How transformation works is more fun than transforming

Strongest axis: T

The Loophole Kitsune

Always keeps its promises. Word for word.

Strongest axis: P

The Board-Flipping Kitsune

The moment a plan gets boring, a new game starts

The four letters, in Fantasy race

E

Extraverted adventurers move towards people. They hit the tavern first in any new village, get their information from strangers before maps, and even a solo quest comes home with a bigger party. In real life, a trip with a few unknown faces or a room full of strangers reads to them as an opportunity rather than a chore.

N

Intuitive adventurers look past what's in front of them. Walking through ruins, they picture the people who lived there, and from a single stone they can sketch a lost kingdom. In real life, they're usually the ones who spend longer on a game's lore than on its main story.

T

Thinking adventurers come into their own in a crisis. Ambushed, they calculate the exits and the odds before they feel anything, and when the party disagrees they ask who's right before who's upset. The willingness to sacrifice a favourite unit in a strategy game is exactly what saves a party now and then.

P

Perceiving adventurers see a fixed route as a smaller adventure. When an unfamiliar side path appears, they take it even with somewhere to be, and they pull their best stories out of the spot where the plan fell apart. It's the same reason they work better when left to figure things out than under a thick rulebook.

Blood a typical ENTP carries

For a ENTP at around 70% on every axis. Stronger or softer letters move the list.

  1. 01CentaurPlains Folk
  2. 02GnomeDeep Folk
  3. 03MerfolkWater Folk
  4. 04HumanPlains Folk
  5. 05HarpySky Folk

Questions people ask

Does a ENTP always get the same result in this theme?
No. There are four versions for every type, and which one you land on depends on your strongest axis. Two people with the same four letters regularly get different results.
Can my type here differ from my usual type?
Often. Every question is written for this situation, so letters you only lean toward slightly day to day can flip. Tell the test your usual type and the result shows exactly which letters changed.
How is the race chosen?
32 candidates are scored on eight traits and matched against how strongly you lean toward each letter. Same answers, same result, every time.
Will my result show up in search?
No. Personal results live at unguessable links and are marked noindex. Only reference pages like this one are indexed.

Find out which ENTP you are

Take the Fantasy race test