ENTPs are typically thought of as…
Your 4-member party model (Ne-Ti-Fe-Si)
This post is done in the 4-member party system. It splits each of your cognitive functions into a character within your mental wiring. Think of it as your “adventuring party” that you have with you as you take on life’s dragons and quests.
Your “stack” (Ne-Ti-Fe-Si) is essentially the development level of the characters in your group.
The dominant function is the Hero. Level 30. It’s you and your heroic abilities.
The auxiliary function is the Companion. Almost level 30. It’s your “best buddy” and the one that’ll carry you to greatness when you can’t walk.
The tertiary function is the Newbie. Level 10. Don’t get too distracted by its playful and tempting allure. You need to balance the power between the Companion and the Newbie – if you don’t, you’ll miss out on powerful tactics.
The inferior / aspirational function is the Escort. Level 3 / AI. Help finish its quests for epic rewards.
This page uses information and backstories from the characters. You may want to read those before continuing. I’ll link below on each character’s name, share the Hero’s story, and also summarize the other stories.
Ne – Nes the Gunslinger
If you are an ENTP, your desire to explore every possibility is what leads you. You love creatively relating objects or ideas to other things. You seek novelty. Your Ne side is the Hero. You are a gunslinger – a Dwarf hunter.
For those of us who are not ENTP, Nes Farshot, the Dwarf hunter, is the Hero.
His father, also a hunter, was mauled by a giant wolf that Nes named “Chubs.” The injuries were not fatal, but caused the loss of his father’s arm, ending his profession as a hunter. His father was more than a parent; he was also a friend and a hunting companion. He taught Nes how to creatively hunt, trap, and kill beasts. This became a source of invigoration for Nes and turned into what he labeled the “thrill of the hunt.”
Nes eventually killed Chubs and took his eye — which he presented to his father to put in their trophy room. He now searches for more unique and challenging creatures of which to make trophies. If it’s too easy, it won’t satisfy him. He always thinks of unique ways of trapping beasts and would never do it any other way out of respect for the beast. Each trophy represents not just the conquering of a challenge, but the creative effort put into answering “How can I kill that with this?”
Exploring and hunting his whole life, he gets restless if he’s not embarking on a new adventure. Life needs novelty. The moment he can no longer explore is more threatening to his life than any beast he can imagine.
In summary, Nes constantly seeking novelty as he explores out into the world. He can hardly sit still when he the slightest inkling of boredom pokes out its head — and that’s very often. Nes has a case of what I like to call, “What’s in the box?” syndrome. He always wants new, exciting experiences because they contain the unknown. Peter Griffin from Family Guy isn’t an ENTP, but he really summarizes Nes’ feeling when he says, “A boat’s a boat but the mystery box could be anything! It could even be a boat!”
Who could resist the call of the mystery box?
Exploration isn’t limited to objects, but also with people too. As a gunslinger, you want to test people for reactions. You like to poke around their mind with a linguistic stick to see how they respond.
Ti – Tiroothian the Arcanist
The arcanist (Elf mage), Tiroothian, is at your side as the Companion. You now get some consistency and purpose to harness your seemingly random whims. Your Companion slows you down and helps you introspect.
You need Tiroothian’s abilities to gain a holistic view of what your explorations mean. Tiroothian’s depth of comprehension gives you a unique path to follow. Without him, you’re stuck going from mystery box to mystery box without thinking any deeper than, “I wonder if that box is better?”
Tiroothian has the task of sifting through your actions and digging deeper. He categorizes the discoveries into models. These models are used to organize new information. Arcanists do this by testing whether the new round peg of information fits into the square slot that all previous understanding has created.
Although skillful, relying on him to fulfill the role of the Hero isn’t beneficial for you. When you stop exploring where ideas take you, you’ll more easily fall into the influence of your Escort. There, you’ll run into those “I wasn’t myself” moments. Take on some challenges, brainstorm new ideas, and explore “what if” about new situations.
Fe – Fearn the Cleric
Fearn comes in as the cleric (Dwarf healer) Newbie in an attempt to give you and Tiroothian the ability to connect to people in a deeper way. Up until now, the two have focused on exploring everywhere they can and catching a lot of beasts. They’ve refined their spells and have a deep understanding of how to categorize new monsters.
But now, Fearn pushes you to be aware of the collective moral repercussions of your actions. Fearn teaches about reciprocity, nurturing relationships, and trust. He guides you to be empathetic in order to meet others’ needs.
Without Fearn, you may tend to “troll” people by saying or doing things just to get a rise out of them. Although fun, playing with people’s emotions is a dangerous line to toe.
Too much Dwarven bonding weakens Tiroothian’s ability to deduce logical truths. The data is tainted with too much emotional influence. Tiroothian becomes less of a truth seeker and more simply for show. He has little depth behind his research but still comes off as a know-it-all. His spells fizzle and yet he refuses to admit he’s wrong – but the crowd goes wild!
Si – Silemem’ri the Guardian
As always, the Escort is a complete mystery to the Hero at the start of their journey together. You want to explore possibilities and patterns in the world. Silemem’ri wants to rely on comfortable, known details. You chase the exciting abstract, he builds trusted habits.
Silemem’ri wants to slow down your adventure and have you return home to train by hunting something more predictable… like boars. Through practice killing boars, Silemem’ri thinks you’ll improve your skills. This idea alone makes you feel empty and unsatisfied. Being trapped in the unchanging and predictable, you may literally feel sick to your stomach as the walls move closer and closer.
But Silemem’ri is in the group and hopefully hasn’t caused too many problems. When you fail too often, you sometimes look to Silemem’ri as an example of how to avoid failure. Silemem’ri may explain that “If you didn’t try new things as often and stuck with what you know works, you wouldn’t fail.”
What you don’t see, though, is that Silemem’ri teaches you to be more satisfied with your accomplishments. Being proud of your success can help you relax. Helping Silemem’ri on his quest will teach you to seek out higher quality exploration over breadth of exploration. Silemem’ri can encourage you to pick a niche and delve deeper into it through proper use of the team.
ENTPs are creative individuals with a great depth of insight between people, ideas, and objects. The Dwarven influences in the group (gunslinger and cleric) push you to relate well with people and test the boundaries of interactions. You explore abstract ideas. Fearn reads the social atmosphere. The Elven influences (arcanist and guardian) guide you to look into your past knowledge and experiences. Tiroothian categorizes empirical data. Silemem’ri keeps a quest log of what worked and what didn’t.
Ne gives a drive for exploration and understanding of abstract patterns. Ti simplifies it into a model-like understanding. Fe is where you get your understanding of social constructs and charm. The last piece of the puzzle is Si — through proper management, it can help tether you to the real world.
Also, check out the solo model!