What Type of Crawler Are You?
Seven everyday disasters. Find your crawler type, then make a class of your own.
No story knowledge needed. No spoilers.
7 questions
Every possible result
See every result and how it is scored (it spoils the quiz)
Seven questions, four answers each. Every answer gives one point to one of seven crawler types, and each type appears in four answers. Your most frequent approach wins; a tie goes to the approach you chose most recently. The seven types are the same seven the Class Builder uses for its cards, where a class's type comes from its strongest stat: Bruiser (Strength), Tank (Constitution), Rogue (Dexterity), Brain (Intelligence), Charmer (Charisma), All-Rounder (three or more stats tied) and Wildcard (no stats). It is a game we made up, not a type system from the books.
Bruiser
Gets the awkward bit done.
You see the obstacle everyone is discussing and start dealing with it. Sometimes the plan is simply to get the awkward bit done. Your challenge: leave room for someone else's better idea.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
Tank
Keeps everyone going.
You are the reason the group still has snacks, a backup plan and someone willing to stay behind. You keep things going. Your challenge: helping everyone does not mean taking every job.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
Rogue
Finds another way in.
You notice the side entrance while everyone else is arguing with the front door. You like an opening more than a fair fight. Your challenge: make sure the shortcut works for the whole group.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
Brain
Spots what we're missing.
You want to know why the thing broke before anyone tries hitting it. You spot patterns and awkward details. Your challenge: sometimes a workable plan beats a perfect one.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
Charmer
Gets the room moving.
You remember that most group problems involve people. You ask, negotiate and get a reluctant room moving. Your challenge: a good conversation still needs a next step.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
All-Rounder
Changes roles. Keeps going.
You can carry the box, fix the list and take over dinner. Your strength is changing roles when the group needs it. Your challenge: you do not have to fill every gap yourself.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
Wildcard
Has an idea. Hear them out.
You offer the idea that makes everyone pause, then ask whether it might actually work. You make room for surprises. Your challenge: tell the team before changing the entire plan.
A playful match from your answers, not an official class. Your most frequent approach wins; a tie goes to the approach you chose most recently.
The seven crawler types
Every class in our Hall of Classes has one of these types, set by its strongest stat. This quiz finds yours from how you handle ordinary disasters.
- Bruiser: Gets the awkward bit done.
- Tank: Keeps everyone going.
- Rogue: Finds another way in.
- Brain: Spots what we're missing.
- Charmer: Gets the room moving.
- All-Rounder: Changes roles. Keeps going.
- Wildcard: Has an idea. Hear them out.
Got your type? Build a class of your own, get the card, and send it in for the Hall.