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Neutral Good Human Sorcerer

 

Strength-14

Dexterity-15

Constitution-15

Intelligence-17

Wisdom-17

Charisma-13

 

For one, I'm not sure that even works. I thought Sorcerers had to be chaotic, then again, I know 3.5E D&D so, maybe it's different now. But also, why would you have a sorcerer with a charisma of 13. Seems silly. Paladin, Cleric, or Wizard would make a lot more sense. But then again, I don't know any dungeon masters that would be totally comfortable with me playing a character with stats like that.

 

These things are fun, but I doubt they're accurate, mostly because of course, I'm going to say I am good at things. Most likely I'll say I'm better than I actually am. The personality to alignment is pretty fitting though.

Level 2 Dwarven Noob, Bluff Conqueror


STR: 3 DEX: 0 STA: 4 CON: 4 WIS: 0 CHA: 2


Challenge thread! | Battle log!

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Neutral Good Human Ranger/Sorcerer (2nd/2nd Level)

Ability Scores:

Strength- 14

Dexterity- 16

Constitution- 14

Intelligence- 15

Wisdom- 13

Charisma- 12

Alignment:

Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:

Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Secondary Class:

Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Although my alignment has the same number of points for Human and Halfling...

 

I'll take the Ranger/Sorcerer. I think that might come in handy...

Newbie Human Ranger Level 1

STR 0 | DEX 0 | STA 0 CON 0 WIS 0 CHA 0

http://rebellion.nerdfitness.com/index.php?/topic/34543-how-sasx-gets-her-groove-back/

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You Are A:

 

Lawful Neutral Human Ranger (5th Level)

Ability Scores:

Strength- 15

Dexterity- 14

Constitution- 13

Intelligence- 13

Wisdom- 12

Charisma- 12

Alignment:

Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

 

"A sharp knife is nothing without a sharp eye" - Koloth

"Ya can't grill it until ya kill it" - Uncle Ted

"If it ain't Metal...IT'S CRAP!!!" - Dee Snider

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Neutral Evil Human Druid (6th Level)

Ability Scores:

Strength- 16

Dexterity- 14

Constitution- 15

Intelligence- 14

Wisdom- 14

Charisma- 15

Alignment:

Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

 

Wasn't anyone else evil?  C'mon now!

Wood Elf Assassin
  -- Level 10 --
STR 26 | DEX 13 | STA 19 | CON 7 | WIS 14 | CHA 14

 

 

 

 

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Neutral Good Human Wizard (3rd Level)

Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 15
Intelligence- 16
Wisdom- 14
Charisma- 13

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

 

 

I would honestly contest the "Neutral Good" alignment, since I always feel like I'm more lawful neutral.  But otherwise.... yea, it's pretty much what I figured.

RisenPhoenix, the Entish Aikidoka

Challenge: RisenPhoenix Turns to Ash

 

"The essence of koryu [...is] you offer your loyalty to something that you choose to regard as greater than yourself so that you will, someday, be able to offer service to something that truly is transcendent." ~ Ellis Amdur, Old School

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My computer died before I could save my scores, but I came out a Neutral Good Human Ranger, which is exactly what I expected.

Florei

Human Adventurer, Level 1

 

"I aim to be the world's loudest ranger." - Florei

 

It's on: 6 weeks of  P90, archery, and healing herbs.

 

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You Are A:

 

Lawful Good Human Monk/Cleric (2nd/2nd Level)

Ability Scores:

Strength- 17

Dexterity- 12

Constitution- 16

Intelligence- 16

Wisdom- 16

Charisma- 15

Alignment:

Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:

Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Secondary Class:

Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

tl;dr is how I roll

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You are a: Chaotic Neutral Human Sorcerer (3rd Level)

Ability Scores:

Strength- 13

Dexterity- 12

Constitution- 13

Intelligence- 17

Wisdom- 16

Charisma- 14

Alignment:

Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Human Adventurer


Level 0


|| STR: 0 || DEX: 0 || STA: 0 || CON: 0 || WIS: 0 || CHA: 0 ||


---


"I do not intend to tiptoe through life only to arrive safely at death."


 

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Interesting.  I was expecting a bit more towards a neutral good sorcerer, but this works.   :)  

 

Lawful Good Human Wizard (5th Level)

Ability Scores:

Strength- 14

Dexterity- 14

Constitution- 16

Intelligence- 16

Wisdom- 16

Charisma- 14

Alignment:

Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

 

"Whether or not you can never become great at something, you can always become better at it." -Neil DeGrasse Tyson

"I believe every human has a finite number of heartbeats. I don't intend to waste any of mine." - Neil Armostrong

 

Current ChallengeCrossFit Open Profile

 

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The questions are faulty...question 20  The following statement most accurately describes my tolerance for alcohol

 

There is no "I do not drink" option :/

 

 

OHH this is a dungeons and dragon personality test?? 

 

I thought this was a regular personality test, nevermind then, I won't continue

 

Regardless of whether you drink or not you still have some sort of tolerance

Orc Ranger

STR: 3 DEX: 1 STA: 2

CON: 5 WIS: 2 CHA: 2

 

All major changes are like death. You can't see what is on the other side until you get there.

Immortal Power, Plug it in

 

Current challenge:

http://rebellion.nerdfitness.com/index.php?/topic/34450-training-for-the-fights/

 

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Yay another bard! ish!

 

yay not many of us.  but that may just be because we like to follow heroes, not be them. and that's a little sad.  :hurt:

Orc Ranger

STR: 3 DEX: 1 STA: 2

CON: 5 WIS: 2 CHA: 2

 

All major changes are like death. You can't see what is on the other side until you get there.

Immortal Power, Plug it in

 

Current challenge:

http://rebellion.nerdfitness.com/index.php?/topic/34450-training-for-the-fights/

 

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Ladeda, let me just take this quick personality quiz...

 

129 Questions later...

 

True Neutral Human Bard/Sorcerer (2nd/1st Level)

Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 14
Intelligence- 14
Wisdom- 11
Charisma- 13

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

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True Neutral Human Wizard/Sorcerer (1st/1st Level)

Ability Scores:

Strength- 11

Dexterity- 11

Constitution- 15

Intelligence- 16

Wisdom- 12

Charisma- 12

 

Wizard/Sorcerer? How does that even work? Little surprised I came out as True Neutral, I'd have expected Neutral Good (which was tied for 3rd).

Eth - Level 8 Breton Warrior

STR 24.5 | DEX 9 | STA 20.5 | CON 13 | WIS 10.5 | CHA 8.5

Current Challenge: The Warrior Within | Fitocracy

Main quest progress:

44%
44%
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Neutral Good Human Ranger (2nd Level)

Ability Scores:

Strength- 11

Dexterity- 11

Constitution- 12

Intelligence- 15

Wisdom- 14

Charisma- 14

Alignment:

Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Kassandra Cherry, level 1 Wood Elf. Assassin at heart, training with the Monks


STR 2|DEX 2|STA 2|CON 3|WIS 3|CHA 3

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Neutral Good Human Druid (2nd Level)

Ability Scores:

Strength- 10

Dexterity- 11

Constitution- 12

Intelligence- 12

Wisdom- 12

Charisma- 11

Alignment:

Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

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Apparently I'm an epic gimp.  Multiclass Druid/Sorcerer, but Wisdom and Charisma are my two LOWEST stats.  Would make a damn good Fighter/Wizard or Ranger/Wizard though.

 

"Restlessness is discontent - and discontent is the first necessity of progress. Show me a thoroughly satisfied man-and I will show you a failure." -Thomas Edison

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True Neutral Human Ranger (5th Level)

Ability Scores:

Strength- 12

Dexterity- 12

Constitution- 13

Intelligence- 14

Wisdom- 13

Charisma- 12

Alignment:

True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Race:

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:

Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Race: Human / Level: 1 / Current Class: Adventurer / Goal Class: Ranger


STR: 2.5 / DEX: 2 / STA: 3.5 / CON: 3.5 / WIS: 4 / CHA: 4.5


My Background / Facebook / GoodReads / Flickr / Fitbit


~ Take Care, Live Life, and Pray Hard ~


 


"Our lives are different to anybody else's. That's the exciting thing, that nobody in the universe can do what we're doing."


- Patrick Troughton (Doctor #2)

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