The 10 Crew Roles
Ten ways of doing friendship. Not ten kinds of person, ten ways of staying close to people. Open any role below to see what it is good at, what it costs you, and which roles it fits with.
Free, no account, and it names the one that is yours.
How the system is put together
Ten roles, built on six bearings
Start here
What a Crew Role is, and what it is not
A Crew Role is a description of how you do friendship. Not how good you are at it. Not what kind of person you are. The pattern you fall into when you are trying to stay close to people.
Underneath it is something concrete. The Connection Profile scores you on six bearings: how much room you take up in a group, how often you need contact, how deep a conversation has to go, whether you bond by talking or by doing, how much routine your friendships need, and how often the plan comes from you. Those six settle into a shape. Ten shapes come up often enough to be worth naming, and one of them is yours.
The reason it is worth naming is simple. Most friendship advice assumes one right way to be a friend, usually the loud, frequent, always-texting way. If that is not you, the advice reads as a list of your faults. A Crew Role starts from the opposite place: your way already works for someone. The useful question is not how to become a different kind of friend, it is what your kind of friend tends to get wrong.
What it is
- A read on how you do friendship right now
- A shared vocabulary for talking about how you and a friend differ
- A way to find the one thing worth trying this week
- Something that moves as your life moves
What it is not
- A personality type or a diagnosis
- A ranking, a score, or a thing you can fail
- A verdict on whether you are lonely
- Something permanent that you are stuck with
The back story
Where the ten roles came from
There was never a plan to end up with ten. The early drafts had more than a dozen roles, and getting from there to here was mostly cutting.
1. The bearings came before the roles
The starting point was not a list of characters. It was a question: what actually differs between two people who both want good friendships? Six things kept coming back. How much room you take up. How often you need contact. How deep a conversation has to go. Whether you bond by talking or by doing. How much structure you need. How often the plan comes from you. Those six became the bearings, and every role is a position on them.
2. Six bearings can be sliced too thin
The early versions sliced them very thin indeed. More than a dozen roles at one point. On paper it looked thorough. In practice it was mush, because several of those roles were the same person wearing a different hat.
3. Roles that described the same person got folded together
The test was blunt. Put two role descriptions side by side and ask whether a real person could read both and not know which one was theirs. If the answer was yes, one of them was doing no work. It got folded into its neighbor, and the surviving description got sharper for it. That happened over and over.
4. Ten is where the cutting stopped
Ten is where every role still held its own corner of the map, and where the quiet, low-contact ways of doing friendship kept their own names instead of being swept into one catch-all. That last part mattered. Four of the ten are quiet roles, and collapsing them would have told a lot of people that their whole way of connecting is a single footnote.
5. Then the descriptions stopped changing
The quiz itself has been rewritten many times since. The role copy has not. Once readers started saying the description sounded like it was written by someone who knew them, editing it became a risk rather than an improvement. What you read on this page is the same copy the quiz gives you, word for word.
One thing worth saying plainly: the Crew Roles are ours. They are not a published scale and we do not present them as one. We test them on readers and we change them when they are wrong. The two loneliness scales inside the Connection Profile are a different matter. We did not make up our own and call it science, and those two we use exactly as published.
The mechanism
The six bearings every role sits on
Every Crew Role is a shape across these six. None of them is a good score or a bad score. A low reading is a real way of being a friend, not a shortfall.
On the cards below, each bearing is drawn against the middle of the ten roles rather than against zero. That matters. Most of the ten sit fairly deep, for instance, so drawing from zero would give almost every role a long Depth Gauge and tell you nothing. Drawn against the middle, only the roles that really do run deeper than the rest lean right, and the ones that live nearer the surface lean left. The picture answers what is distinctive about this role, which is the useful question.
Reading it takes no maths. The line down the middle is where the ten roles typically sit. A marker to the right of the line means more of that bearing than usual, a marker to the left means less. Neither side is the good side.
Signal Strength
How much of the room you take up when you walk into it.
Frequency
How often contact has to happen for a friendship to feel alive to you.
Depth Gauge
How far under the surface a conversation has to go before it counts.
Current Direction
Whether you bond by talking or by doing things side by side.
Anchor Weight
How much routine and structure your friendships need to survive.
Helm Position
How often the plan comes from you.
The map
Three families
The ten fall into three groups. The families are a way of reading the map quickly, not a second result. Your role is the thing that matters.
Harbor
4 rolesDepth over breadth. Harbor roles read low on Signal and Frequency and high on Depth. Few people, known well, over long stretches of time. When a Harbor role goes quiet it usually is not a problem, it is the rhythm.
The Lighthouse · The Anchor · The Nightwatch · The Lone Mariner
Helm
4 rolesSomeone has to steer. Helm roles sit high on Anchor Weight or Helm Position, sometimes both. They are the reason plans exist, weeks have a shape, and groups that would otherwise drift keep meeting.
The Harbor Master · The Voyager · The Compass Rose · The Steady Helm
Bridge
2 rolesTwo roles carry a whole family because there are only two ways to work a room at scale. Bridge roles read high on Signal and Frequency. They put people in the same place and they keep the doors open.
The Signal Flare · The Trade Wind
The roster
The Ten Crew Roles
Every role opens to the same six sections: who you are, what you bring, what it costs you, your signature move, what people get wrong about you, and who you tend to click with. You will probably recognize pieces of yourself in several of them, which is why guessing rarely works. The Connection Profile reads your answers and names the one that actually fits, plus the second one mixed in underneath.
The Lighthouse
You notice what others miss.
Rarely the center of the room, and usually the person people pull aside afterward.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Depth Gauge, well below average on Current Direction.
Who you are
You orient toward what's beneath the surface of any interaction. Your ear is calibrated for the half-beat pause, the slight flatness in 'I'm fine,' the joke that's covering something else. Depth is where you tend to live at the moment. In group settings you're rarely the center of attention, but afterward you're the person people pull aside to say 'I really needed that conversation.' You don't perform friendship. You practice it.
What you bring
You see people before they see themselves. Your quiet attention is the safest room in many of your friends' lives.
Your growth edge
You can be so attuned to others that you forget to get attended to yourself. Practice letting someone else do the noticing.
Signature move
The 'hey, you okay?' text that arrives the exact moment it's needed, before they've told you anything is wrong.
What people get wrong about you
People often read your quietness as distance, or your noticing as judgment. It's neither. You're paying attention because you care, and the quiet is what makes the attention possible. The friends who get this become some of the most important people in your life.
Who you tend to click with
- The Voyager. They bring you out of the deep water you live in. You give them someone who actually sees them under the surface they're always moving across.
- The Trade Wind. They widen your world without demanding you match their pace. You give them the depth their wider network usually can't provide.
- The Steady Helm. Their reliability gives you permission to stop being the emotional hub. You give them someone who sees past the consistency to the person underneath.
Furthest from you on the six bearings: The Signal Flare. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
This week, send one 'hey, you okay?' text to someone you've been quietly worried about. Don't explain why. Just check in.
The Anchor
Quiet, permanent, unshakeable.
Months can pass without a word. Then a bad week arrives and it is like no time passed at all.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Anchor Weight, well below average on Current Direction.
Who you are
You are a fixed point. Low-frequency contact by choice, but when you're in someone's life, you do not leave. Your loyalty runs on a geological timescale: decades, not months. The friendships that last you will last you. You can go months without contact and then show up during the worst week of someone's life like no time has passed.
What you bring
You are the person other people describe as safe. You don't know it, and that's part of what makes you rare.
Your growth edge
Your quietness can read as distance to people who measure love in frequency. Speak the loyalty out loud sometimes.
Signature move
Showing up during the actual crisis, not the performance of one. The 2am call, the airport pickup, the 'I'm here for as long as you need.'
What people get wrong about you
Other people often read your low-frequency contact as distance. It isn't. The people who know you know that silence from you doesn't mean absence. It means you're saving the words for when they matter.
Who you tend to click with
- The Lighthouse. You both live in the deep. They notice what you don't say; you provide the permanence they often don't feel they have.
- The Steady Helm. Both of you are in it for the long haul. Your quiet loyalty and their consistent rhythm make a friendship that outlasts everything.
- The Harbor Master. They keep you connected to the world; you give them a friendship they don't have to maintain. They do enough maintenance already.
Furthest from you on the six bearings: The Signal Flare. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Pick the one person whose silence you trust most. Send a short voice note saying you've been thinking about them. No agenda. Anchors love each other in low-frequency ways and that's the move.
The Harbor Master
The one who makes the plans happen.
The reason the group chat is still alive and the plans actually happen.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Helm Position and Anchor Weight.
Who you are
You build social infrastructure. Without someone like you, groups drift apart. You carry the running ledger of who's been seen recently, who needs inclusion, whose turn it is to pick the place. This role is exhausting and you may not have named that to anyone yet. You are the reason the group chat stays alive, the reason the friendships in your life have a rhythm, the reason people who would otherwise fall out of touch still see each other.
What you bring
You turn loose connections into actual community. You do the unpaid, unglamorous coordination work that makes friendship possible for people who couldn't do it themselves.
Your growth edge
Let someone else plan something. Find out what happens. The group probably won't collapse, and if it does, you were propping it up alone, and that wasn't sustainable anyway.
Signature move
The group thread that you started, that you keep alive, that everyone thanks you for and nobody does for you.
What people get wrong about you
Others often see the planning and assume you love being in charge. Some of you do. Most of you are doing it because nobody else will, and a part of you is exhausted from never being the one being planned for.
Who you tend to click with
- The Trade Wind. You plan, they connect. Together you build community faster than either of you could alone.
- The Voyager. You make the plans; they make the plans memorable. They won't compete for the organizing role. They just want to go.
- The Lighthouse. They see the cost of the role you're playing, and they won't ask you to play it with them. Inside their friendship you can finally stop organizing.
Furthest from you on the six bearings: The Nightwatch. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Don't plan anything this week. Find out what happens. The group probably won't fall apart in seven days, and you'll learn something about which friendships are tending themselves and which ones rely on you.
The Voyager
You bond through doing, not talking.
Would rather take the trip than have the talk, because the trip is the talk.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Current Direction, well below average on Anchor Weight.
Who you are
Shared experience is how you feel close to someone. The road trip, the project, the hike, the spontaneous thing. You'll take an adventure over an advice session every time, and when life is hard, you don't want to talk about it, you want to move through it with someone who doesn't ask you to narrate. Stillness makes you restless. Friendships that only happen in cafes don't quite feel real to you.
What you bring
You bring life to your friendships. You're the reason your people have their best stories. You bond through shared memory, and the memories you create last.
Your growth edge
Not every friendship needs an itinerary. Practice the specific discomfort of sitting across from someone with nothing planned.
Signature move
The unplanned Tuesday road trip that everyone still talks about three years later.
What people get wrong about you
People sometimes read your need to keep moving as avoidance, or your dislike of long sit-down talks as a refusal to go deep. Your depth lives in the doing. The trip, the project, the long walk: those are the deep conversations, for you.
Who you tend to click with
- The Signal Flare. Both of you want to be moving, both of you want the story. Together you generate the memories other friendships only hear about.
- The Harbor Master. They plan; you go. They love that you don't need to co-organize, and you love that someone else is handling logistics.
- The Lighthouse. They slow you down enough to actually feel something. You teach them that connection doesn't always require words.
Furthest from you on the six bearings: The Anchor. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Invite one person to do the next thing you were going to do alone. A run, a museum, a Sunday drive. Shared activity is your love language. Share one this week.
The Signal Flare
You bring the room with you.
Walks into a room of strangers and leaves with three new friends who now know each other.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Signal Strength and Frequency.
Who you are
Your social presence is visible and warm. You connect fast, connect wide, and light up a room without trying. You walk into parties and people's energy rises. You remember names, you introduce strangers, you create the kind of atmosphere other people wish they could. Whether a stranger becomes a friend is often up to you, and you usually say yes to the possibility.
What you bring
You are a social generator. You produce warmth at scale, and the warmth is real, not performed. People don't just like you. They become their best selves around you.
Your growth edge
The broad warmth can become a substitute for deep intimacy. The few people who've earned it need to see past the bright version.
Signature move
Walking into a room of strangers and leaving with three new friends, who now also know each other.
What people get wrong about you
Others often think the bright version of you is the only version, and miss the quieter person underneath. The warmth is real, and the depth is real, and the people who've earned both know they're not the same thing.
Who you tend to click with
- The Voyager. Shared adventure plus shared social energy. You're both the kind of friend who remembers every story, because you keep making more.
- The Trade Wind. You bring the heat; they bring the warmth. The combination creates the room everyone wants to be in.
- The Compass Rose. They match your range without competing for the spotlight. You give them a friendship that stretches them; they give you one that grounds you.
Furthest from you on the six bearings: The Anchor. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Pick the friend you light up the room around but rarely go deep with. Send them a text saying you'd actually love to hear how they're really doing. The bright version of you isn't the only version they want.
The Trade Wind
You connect people without running the show.
Knows who should meet whom, and never wants the seat at the head of the table.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Frequency and Signal Strength.
Who you are
You are a connector, not a planner. You remember who would like whom, which two friends should meet, whose news needs sharing. You move people around in the social graph without ever being its center. Warmth is the currency you trade in. You don't seek a seat at the head of the table. You're happier making sure everyone else found their seat.
What you bring
Your instinct for who should know whom is uncanny. The friendships you've set up often outlast the ones you're in the middle of. You create connection capital.
Your growth edge
Sometimes the person who most needs to be introduced to someone is you. Let yourself be connected, not just the connector.
Signature move
The 'you two have to meet' introduction. Then they do, and they become best friends.
What people get wrong about you
People assume you're a connector because you have an agenda: networking, status, social capital. You aren't. You connect people because you genuinely want them to find each other. Most of the friendships you've sparked have outlasted ones you're still actively in.
Who you tend to click with
- The Harbor Master. Your connecting instinct plus their organizing instinct equals community. You should start a club together. Seriously.
- The Compass Rose. They're flexible enough to meet you wherever you are. You make their world bigger without demanding they pick a mode.
- The Signal Flare. Their social heat plus your social warmth creates friendships other people want to orbit.
Furthest from you on the six bearings: The Anchor. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Make one introduction this week: two friends you've been meaning to connect. Then ask one of them to introduce you to someone. Connectors should let themselves get connected too.
The Compass Rose
You grow through friendship, and help others do the same.
Deep when depth is needed, light when it is not. The most flexible of the ten.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
This role sits close to the average of the ten on every bearing. That is what makes it what it is.
Who you are
You live in the middle of the map, not because you're average, but because you can move between modes. Deep when depth is needed, light when it isn't. Leading when someone needs to, supporting when someone else steps up. The Compass Rose is the most internally flexible role, and your growth comes from friendships that challenge you. You're drawn to people who make you think, change, become.
What you bring
You bring the gift of range. Your friendships are rarely stuck in one mode. They can go anywhere the moment requires. That flexibility is rare, and it makes you an unusually complete friend.
Your growth edge
The adaptiveness can become a kind of avoidance, never fully landing anywhere. Pick one mode and stay long enough to see what happens.
Signature move
The friend who recommended the book that changed how you think, and then followed up three weeks later to hear what it did to you.
What people get wrong about you
Others sometimes see your flexibility as wishy-washiness, or your range as not having a strong identity. Both miss it. Your identity is the range. The few people who can keep up with you don't make you choose.
Who you tend to click with
- The Signal Flare. They stretch your range out; you keep them grounded when they need landing. The friendship moves with both of you.
- The Lighthouse. You can go deep with them, and they trust you enough to follow you into lighter territory. A friendship that can actually travel.
- The Voyager. They pull you into adventure; you pull them into reflection. Neither of you gets stuck in one mode.
Furthest from you on the six bearings: The Anchor. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Pick one mode you've been avoiding (deep, light, leading, following) and stay in it for a week. Compass Roses get range from refusal to commit to range. Try the discomfort of one mode.
The Steady Helm
You show up. Every time.
The standing Tuesday. The person other people quietly build their week around.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well above average on Anchor Weight, well below average on Depth Gauge.
Who you are
Consistency is your love language. Standing plans, birthdays remembered, calls returned, promises kept. You are the person others build their week around, and you have probably never been told so directly. You measure friendship in reliability rather than intensity. The person who shows up every Tuesday is more meaningful to you than the person who shows up for the emergency.
What you bring
You build friendships that outlast almost everything else in your life. Your reliability is not glamorous, but it's the foundation everyone else builds on.
Your growth edge
Reliability can become a kind of wall, a way to be counted on without being fully known. Let consistency coexist with openness.
Signature move
Being there for the 200th coffee before the one crisis coffee that matters, and not letting the crisis be a bigger deal than the 200.
What people get wrong about you
People often take your reliability for granted: assume it's effortless, or that it's just who you are. It costs you something. The friends who notice and thank you for it specifically, not just generally, are the ones to keep close.
Who you tend to click with
- The Anchor. Both of you are playing the long game. Your rhythm plus their permanence equals a friendship measured in decades.
- The Lighthouse. They see past your reliability to the person underneath. You give them consistency they don't often get.
- The Harbor Master. They plan; you show up. The dream combination for anyone who wants a friendship that actually happens.
Furthest from you on the six bearings: The Voyager. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Tell one of your reliable friends what's actually going on in your life right now. Steady Helms get loved through their reliability and rarely through what's going on inside them. Open the second channel.
The Nightwatch
You come alive when the world gets quiet.
Not built for daytime small talk. Unmatched at the 1am voice note.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well below average on Signal Strength and Current Direction.
Who you are
You don't do daytime socializing well. You do 11pm texts, late-night voice notes, and the conversation that starts after the party ends. Your rhythm is unusual. The people who match it are rare, and with them you connect at a depth most friendships never reach. The darkness provides a kind of cover, and inside it you say things you'd never say at noon.
What you bring
You offer a kind of intimacy that only exists in late-night conversation. It's rare, it's real, and the people who've had it remember it for years.
Your growth edge
Let the nighttime self and the daylight self meet in front of the same person. See if the friendship can hold both.
Signature move
The 1am voice note that becomes a 45-minute exchange and changes something neither of you knew needed changing.
What people get wrong about you
Others can read your nighttime self as 'too intense' or your daytime distance as moodiness. They're the same thing from different angles. The people who match your rhythm get a version of you that few others ever see.
Who you tend to click with
- The Lighthouse. You both live in the deep. You're the friendship that happens after everyone else has gone to sleep, and it's the one that matters most.
- The Compass Rose. They can meet you at 11pm and at noon. Rare. Hold onto them.
- The Anchor. They don't need the frequent contact your rhythm can't produce. You can go quiet for a month and pick up mid-sentence.
Furthest from you on the six bearings: The Signal Flare. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Send one of your daytime acquaintances something you'd usually only say at midnight. See what happens when the late-night version of you shows up at noon.
The Lone Mariner
Few people, fully chosen.
A small circle on purpose. Quiet company counts as closeness.
Where this role sits
The dark line down the middle is where the ten roles typically sit. The marker shows where this one sits. Neither side is the better side.
What sets this role apart: well below average on Helm Position and Frequency.
Who you are
You don't need a lot of people in your life, and that's not a deficit, it's a design. Your friendships are deliberate. Small circle, high trust, long duration. You connect through quiet shared presence as much as through words: working alongside someone, walking without filling silence, sitting in the same room reading. For you, the absence of social pressure is the closeness. The people who've earned a place in your life are usually ones who learned that language.
What you bring
You give people the gift of being with you without having to perform. Your friendships are unusually free of social tax. They don't demand, they just hold.
Your growth edge
The deliberate small circle can drift toward a small circle by default. Once a year, let one new person earn their way in. See what happens.
Signature move
The 8-hour Saturday where you said maybe 100 words to each other and it was one of the best days you've had in months.
What people get wrong about you
People often misread your small circle as a lack of social skills, when it's the opposite. It's high-discrimination friendship. You can do close, you just don't do it casually. The few who've earned a place have one for life.
Who you tend to click with
- The Steady Helm. They love that you'll just be there without needing to talk. You love that they'll be there every time, no fanfare.
- The Anchor. Neither of you needs to perform friendship. You can share a room for hours and call it a great day together.
- The Voyager. They pull you into shared doing, the version of friendship that doesn't require small talk. You give them someone who doesn't need every activity narrated.
Furthest from you on the six bearings: The Harbor Master. Not an enemy. Usually the friendship that stretches you most, and the one that takes the most translating.
One thing to try this week
Invite one person to do something quiet with you. A walk, working in the same room, a coffee where you don't have to fill the silence. The kind of hangout that doesn't need conversation to count is your specialty. Share one.
Which one of these is you?
Recognizing yourself in three of them is normal. The Connection Profile settles it, names the blend underneath, and gives you one thing to try this week.
Get your Connection ProfileA note on the pairings
How to read who clicks with whom
The pairings on each card are about fit between two styles, and nothing else. There is no score, no percentage, and no such thing as an incompatible pair. Plenty of the best friendships in the world sit at opposite ends of every bearing on this page.
What the pairings are useful for is naming the translation work. A Signal Flare and an Anchor can be close for thirty years, but the Signal Flare will need to learn that a month of silence is not a withdrawal, and the Anchor will need to learn to say the loyalty out loud now and then. That is the whole idea. Knowing the shape of the gap is what lets you stop reading it as rejection.
Questions
The things people ask
What actually is a Crew Role?
It is the shape your friendships take. The Connection Profile scores you on six bearings, things like how much room you take up in a group, how often you need contact, and how often the plan comes from you. Your Crew Role is the pattern those six make together, given a name and a description. Ten patterns, one of them yours.
How do I find out which one is mine?
Take the Connection Profile. Guessing from the descriptions is the hard way and most people guess wrong, usually picking the role they wish they were rather than the one they are. The profile reads your actual answers and names it for you, along with the blend underneath it.
Why ten and not more?
Because ten was more accurate. Earlier versions had more than a dozen, and the extra roles did not make the readings sharper, they made them vaguer. People would read their result and say it was close but not quite. Every time two roles were folded into one, the surviving description got more accurate, not less. Ten is where that stopped being true.
What if none of them sound like me?
Reading all ten cold is the hardest possible way to find yourself, because every description has something you recognize in it. That is not the test. The Connection Profile works the other way around: you answer, and it tells you which pattern you actually match, how strongly, and which second role is mixed in. Most people who say none of these are me before taking it say that is uncomfortably accurate afterward. Take it and see which one comes back.
Can I be more than one?
Almost everyone is. Nobody is a clean single reading. The Connection Profile gives you a lead role and, when your second is close behind, names that one too and explains what the blend does to you. That blend is usually the part people find most accurate.
Can my Crew Role change?
Yes, and that is the point. It reflects the season you are in, not a permanent setting. A new job, a new city, a friendship ending: any of those can move it. Take the profile now and take it again in a few months, and the difference between the two is the useful part.
Is one Crew Role better than another?
No. There is no ranking, no score to beat, and no bad result. Every role on this page has a real strength and a real cost, printed on the same card. The quiet roles are not the failed version of the loud ones.
Is this a personality test?
No. It describes what you do, not who you are. Two people with the same Crew Role can have nothing else in common. Personality tests tell you about your insides. This tells you about the shape of your friendships, which is a thing you can actually change.
Does my Crew Role tell me whether I am lonely?
No, and it is not trying to. The Connection Profile measures that separately, using two established loneliness scales, and keeps those results apart from your role on purpose. Your role is about style. Loneliness is about how you are actually doing. You get both, and they are not the same answer.
Is it free? Do I need an account?
Free, no account, no catch. Your results come up on the screen as soon as you finish. A nickname works fine.
Find out which one is yours
The Connection Profile names your Crew Role, shows where you stand across the 5 Pillars of Connection Health, and gives you one specific thing to try this week. Go at your own pace and stop wherever you like.
See the 5 Pillars of Connection HealthFree, no account, and a nickname works fine.