In the hit Nintendo 64 video game called The Legend of Zelda: Majora's Mask (2000), the young hero named Link has to save the world before the moon comes crashing down in three days. Link must help the Happy Mask Salesman recover a powerful but dangerous mask called Majora's Mask. Throughout the game, Link never talks. But, he does gasp and make other sounds in response to events. Notably, when Link puts on any of the major transformation masks in order to take other forms, he screams out in pain until his bodily form change is complete. Link's lack of verbal replies but audible reactions demonstrate a near-bottom example of the Volubility attribute.
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In the hit car enthusiast movie The Fast and the Furious (2001), strong-man car group leader Dominic Toretto is at his car shop when Brain (played by Paul Walker), disguised as a police officer, is enjoying his tuna sandwich. Walker’s character Brian is there to infiltrate the group as a mole. There is flirtatious dialogue going on between the waitress, Mia – Dominic‘s sister, and Walker‘s character. When the rest of the gang comes back, the character who likes Mia sits down next to Walker and tries to intimidate him with physical body language and prolonged eye contact. As Walker leaves, the few exchange words before a fight breaks out between them. When Toretto is summoned, he asks a question probably intended to be humorous, and only then does he intervene. Toretto breaks up the fight and inquires about the identity of the tuna-eating stranger. He lets him leave, only after flexing his power and telling him that he lost his job because he knows the employer in question is Harry's. Dom flexes that he has that sort of power and influence. Toretto’s General lack of urgency while all the events were going on, the nature of his questions in response to requests for action, plus his lack of depth in his understanding of the person with whom he’s dealing, all represent the lowest form of the Inference attribute.
Shannon's husband tried non-alcoholic beer for the first time during #DryJanuary2026 and extended his run after getting one taste of the Watermelon Refresher by DrinkSip. Shannon was amused and decided to document her husband's first delivery unboxing in an authentic point-of-view style. Shannon's canny tendency to showcase her husband's actions and reactions for the world to see demonstrates the Volubility attribute. (Spoiler: both Shannon and her husband loved the non-alcoholic beer from DrinkSip. Happy wife = happy life.).
In the hit movie Avengers: Infinity War (2018), supervillain Thanos has acquired all of the infinity stones necessary in order to control events across the universe. Thor swoops in and drives his massive axe in Thanos' chest to try and stop him. As Thor drives the axe deeper in his chest, Thanos yelps in pain, before regaining his composure. He then tells Thor "you should have gone for the head," and snaps his fingers. Thanos then appears in a red, foggy, dream-like landscape with a large gazebo-style structure in the distance. As Thanos approaches, he sees a child version of Gamora, the girl he sacrificed to get the stones in the first place. Gamora asks him if he did it, and what the cost was. Thanos replies with "yes" and indicates that the cost was "everything," with a teary-eyed look. The clip returns to the fight scene with Thor, and Thor angrily asks what Thanos did. Thanos disappears and a battle scene in another location shows half the people disintegrating into black ashes. Thanos' inability to describe his physical discomfort or other stimuli in his environment demonstrate a well-below average example of the Sensation attribute.
In the hit movie Sunshine (2007), Searle is a space mission psychiatrist who is obsessed with the sun. He is in the observation room and asks the ships' onboard AI to turn up the brightness. The ship's AI indicates that he can only view a portion of the sun's brightness for 30 seconds or else he would damage his eyes. After agreeing, Searle gets enveloped by bright sunlight. Searle's use of words related to color, coloration, and visual sense perception demonstrate the Sensation attribute.
An ultra low attribute score is exceptionally rare because it represents 5% of the entire population. In a room with 100 other people, a person with an ultra low attribute score would be lower than 95 of them and higher than none of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Very Low
5–10% percentile
A very low attribute score is rare because it represents 5% of the entire population. In a room with 100 other people, a person with a very low attribute score would be higher than five of them and lower than 90 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Low
10–20% percentile
A low attribute score is somewhat uncommon and represents 10% of the entire population. In a room with 100 other people, a person with a low attribute score would be higher than ten of them and lower than 80 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Slightly Low
20–40% percentile
A slightly low attribute score is common and represents 20% of the entire population. In a room with 100 other people, a person with a slightly low attribute score would be higher than 20 of them and lower than 60 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Average
40–60% percentile
An average attribute score is typical and represents 20% of the entire population. In a room with 100 other people, a person with an average attribute score would be higher than 40 of them and lower than 40 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Slightly High
60–80% percentile
A slightly high attribute score is common and represents 20% of the entire population. In a room with 100 other people, a person with a slightly high attribute score would be higher than 60 of them and lower than 20 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
High
80–90% percentile
A high attribute score is somewhat uncommon and represents 10% of the entire population. In a room with 100 other people, a person with a high attribute score would be higher than 80 of them and lower than 10 of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Very High
90–95% percentile
A very high attribute score is rare because it represents 5% of the entire population. In a room with 100 other people, a person with a very high attribute score would be higher than 90 of them and lower than five of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.
Ultra High
95–100% percentile
An ultra high attribute score is exceptionally rare because it represents 5% of the entire population. In a room with 100 other people, a person with an ultra high attribute score would be higher than 95 of them and lower than none of them.
Note: Feels uses a 9-point scoring scale that ranges from Ultra Low to Ultra High according to a normal distribution. See our methodology.