By Byrem (Joe Larsen)
This
list of talents and faults is designed to add detail and more excitement
to the characters. These should help create even more character detail.
If the player
and Game Master decide to use these rules, both talents and faults must
be chosen. The talents will add to the natural abilities of the character,
while the faults will give limitations. Both will allow the player be more
familiar with their character(s) and will add flavor to the role playing
experience.
The Game Master might want to keep track of these little details for future stories. The little details about the characters’ background can be stories themselves. They also can add an extra twist. What if the major villain in the story was a player character’s brother that is the disgrace of the family? But the character can’t bring himself to let anyone hurt his evil brother that is the black sheep of the family. They will have to find another way to subdue him.
These rules are completely optional, but I feel that they enhance any character, especially villains. I remember reading in Villains Unlimited® about the art of a villain. Little bits of information about the villain’s personal life can make it fun for players to find out. These little faults and talents may even be the reason why they became villains in the first place. This is an excellent way to find little quirks and weaknesses.
Both talents and faults are divided into two categories. They are ‘Major’ and ‘Minor’. The Major selections are the selections that will give the characters noticeable bonuses and penalties. The Minor selections are there to help describe the characters’ personality in more detail. Before the character chooses an O.C.C. and skills, a roll should be made on both of the following charts.
Some of the
Talents and faults are opposites of each other. If the rolls come out conflicting,
simply re-roll for that specific talent or fault.
Determining how many talents and faults the character receives is as follows:
Step 1:
Determine Number of Talents
Roll | Results for TALENTS |
1-15 | One Major Talent and Three Minor |
16-32 | Three Minor only |
33-50 | One Major and One Minor |
51-69 | One Major and Two Minor |
70-86 | Four Minor only |
87-00 | Two Major only |
Step 2:
Determine Number of Faults
Roll | Results for FAULTS |
1-15 | One Major and Two Minor |
16-32 | Two Minor only |
33-50 | One Major and One Minor |
51-69 | Two Major and One Minor |
70-86 | Three Minor only |
87-00 | Two Major and Two Minor |
Step 3: Determine the Major
and Minor Talents and Faults
Major talents are the talents that give the characters a noticeable bonus or benefit. Many of them are conditional upon the type of talent and the situations. The talents are either natural born abilities or have been learned while growing up. The GM should decide how to assign these, whether assigned, rolled or chosen by the Player. The random rolling list is below.
NOTE: Every third Talent is a hyperlink so that finding the description is easier. If the talent selected is not hyper linked, click the link above it and you will be in the general area.Major Talents
ROLL | Major Talents |
01-04 | Close Combat Reflexes |
05-08 | Ambidextrous |
09-12 | Battle Cry |
13-16 | Mass Combat Reflexes |
17-20 | Calmness |
21-24 | Fluid Wrists |
25-28 | Good Battle Awareness |
29-32 | Great Throwing Arm |
33-36 | Natural Herbalist |
37-39 | Defense Reflex |
40-44 | Light Sleeper |
45-48 | Locking Wrists |
49-52 | Special Maneuver (Offensive) |
53-56 | Special Maneuver (Defensive) |
57-60 | Natural charm |
61-64 | Photographic Memory |
65-68 | Musical Instrument |
69-72 | Sub-conscience Preparation |
73-76 | Natural Gunman |
77-80 | Languages |
81-84 | Natural Leader |
85-90 | Mind over Matter |
91-95 | Choose a skill (Trade) |
96-00 | Navigation Gift |
Minor Talents
ROLL | Minor Talents |
01-02 | One acute Sense |
03-04 | Longer Jump |
05-06 | Cold Resistance |
07-08 | Ear for Music |
09-10 | Higher Jump |
11-12 | High Range Voice |
13-14 | Natural Judge of Weapon Quality |
15-16 | Life Time Goal |
17-18 | Mentor |
19-20 | Charm Animals |
21-22 | Good at grammar and spelling |
23-24 | Hold Breathlonger |
25-26 | Outdoorsman |
27-28 | Pain Resistance |
29-30 | Quick Calculator |
31-32 | Hard to Discourage |
33-34 | Slight of Hand |
35-36 | Speed reader |
37-39 | Extra skill (At Base skill level) |
40-42 | Steel Grip |
43-45 | Sturdy Build |
46-49 | Magnificent Eyes |
50-52 | Heat Tolerance |
53-54 | Good Metabolism |
55-56 | Witty |
57-58 | Good Teacher |
59-60 | Good Balance |
61-62 | Tactful |
63-64 | Good Memory |
65-66 | Calm |
67-68 | Good Healer (Not Many Scars) |
69-70 | Confident |
71-72 | Strong Stomach |
73-74 | Independent |
75-76 | Social |
77-78 | Good Manners |
79-80 | Good Story Teller |
81-82 | Quick Thinker |
83-84 | Natural Actor |
85-86 | Humble |
87-89 | Mature |
90-92 | Silver Tongue |
93-96 | Generous |
97-00 | Imitate Voices |
To Faults | To Talents | Top | Back to Instructions
Major and Minor Talent descriptions
Major Talents
The following are descriptions and bonuses of the Major Talents.
AmbidextrousThis is the talent of having good combat reflexes in close combat. The character receives the following bonuses when in close combat. + 2 to initiative, +1 to dodge, and +1 to parry.
Battle CryThe character was born with, or developed the ability to use both hands with equal skill. The character receives the Paired Weapons skill.
Mass Combat ReflexesThis is a cry or yell before or during a battle to give the character courage and adrenaline during battle. It is also to intimidate the opposing forces. The character receives +2 to save vs. horror factor and +1 to initiative
CalmnessDuring mass combat situations, the character has developed natural reflexes. The character receives +2 to initiative, +1 to dodge and +1 attack while in mass combat situations.
Fluid WristsThe character tends to be calm in stressful situations. This allows them to keep from panicking during crisis. Therefore the character receives a +5% to skills when used in a crisis. The bonus is gone when the situation is done.
Good Battle AwarenessThis is the ability to move, pop, and twist the wrists in unusual ways. The character receives +8% to escape artist Add escape artist skill 30% if not already selected.
Great Throwing ArmThis talent is a little different than Mass Combat reflexes. The awareness is simply the ability to notice and keep track of the battle. The character receives +3 to initiative, +2 dodge when in a battle.
Natural HerbalistThis character should have been a baseball pitcher. The character receives a +2 to strike with small thrown objects.
Defense ReflexThe character has a ‘Green thumb’ for whatever reason. They know how to take care of plants. The character receives +10% to botanist or receives the skill at basic level.
Light SleeperThe character has developed the ability to instinctively react to a strike. The character may auto-dodge or perform a free simultaneous attack once per melee when used. (Adds 1 defensive attack per melee)
Locking WristsThe character is a light sleeper. There is a 90% chance of not being sneaked upon while asleep.
Special Maneuver (Offensive)The character’s wrists are stronger than the normal person’s wrists when locked. This would be used while trying to keep a hold of something. The wrist's strength when locked = P.S. +4
Special Maneuver (Defensive)This is a unique, special offensive maneuver that the character has developed or learned from years of experience. It is mainly for hand held weapons such as vibro-swords. The character receives a +2 to Strike and +3 to Damage when using it. The character may use it only twice per melee.
Natural charmThis is a unique special defensive maneuver that the character has developed or learned from years of experience. This may be used in any type of combat. The character receives a +2 to Dodge and +2 to Parry when using it. It may only be used twice per melee.
Photographic MemoryThis is a natural ability to make friends and invoke trust. The character receives a +3 to M.A.
Musical InstrumentThis is the ability to remember details of studies machines and text. The character receives a one-time bonus of +6% to skills.
Sub-conscience PreparationThis is the natural gift to learn to play musical instruments. The character receives a one-time bonus of +15% to play any musical instrument skills that the character has selected.
Natural GunmanBefore entering into an anticipated battle, the character can mentally prepare to go into battle. The character is less nervous and therefore has a +3 to initiative at beginning of battle.
LanguagesThe character has a natural ability to use guns. The hand eye coordination is better than the average person. The character receives a +2 to strike and +1 to initiative when using any gun.
Natural LeaderThis is a natural ability to pick up on languages. The character has most likely studied another language during childhood. Add one language and add 10% to all other foreign languages selected.
Mind over MatterThe character has always had the ability and skills to be a leader. People want to follow him after a few moments of being with the character. The character receives +3 to M.A.
Choose a skill (Trade)This is the ability to put all fears and doubts out of the mind and proceed with what is at hand. The character receives a +4 to save vs. Horror Factor.
Navigation GiftThe character was involved in a trade with parents or friends. Select a trade or occupation and choose two related skills with a +10% to both skills.
The character has a good natural sense of direction. Add +7% to land navigation skill. Or add Land Navigation skill at basic level.
Minor Talents
The minor talents are used as
a description for the character. Sometimes a skill bonus is given or a
skill might be added at a lower level. The GM should make judgment calls
on the skills in a questionable situation.
Longer JumpThis is simply that one of the characters five senses is more sensitive than the average person’s. "Hmmm, let me taste this and I can tell you if it is rotten."
Cold ResistanceThe character can jump two feet longer than normal with a running start.
Ear for MusicThe character has a resistance for cold. He may even like the cold. "Shorts and a T-shirt on a snowy day? No problem."
Higher JumpAn ability to catch a beat, recognize a singer, and even to duplicate a song if the character can play an instrument.
High Range VoiceThe character knows how to use the long jump pole. Can naturally jump two feet higher than the average person.
Natural Judge of Weapon QualityThe character can sing using many pitches and parts.
Life Time GoalThe character can make an estimate guess on how good quality any type of weapon from examination.
MentorThe character has a life time goal that they decide. It has been the directing force in the character’s life. It has helped them make decisions for the future.
Charm AnimalsThe character has had a mentor or ‘hero’ that has helped shape their life. At a tough decision, the character will always be able to ask, "What would my Mentor do?" The GM may be asked to help on occasion.
Good at Grammar and SpellingThis is the natural affinity to befriend animals. The character has either learned it from someone else, or has always had the knack for it.
Hold BreathIf you ever need help on how to say something correctly or how to spell something, this is the person to ask. Bad grammar and typos might drive this character crazy depending on his tolerance level.
OutdoorsmanThe character can hold their breath 30 seconds longer than the normal person can.
Pain ResistanceThe character has always enjoyed the outdoors and has a knack for camping.
Quick CalculatorThe character has a high tolerance for pain. "I'll be there in a second, I need to pull this arrow out of my side and cauterize it with gun powder from this bullet."
Hard to DiscourageOn a moment’s notice, the character can do simple math in his head and get a correct answer 90% of the time.
Slight of HandThe character can work on discouraging projects for a long time. Ridicule doesn't phase him.
Speed-readerThe character has a bonus to the slight of hand skill of +5%. Or add slight of hand at basic level –10%.
Extra skill (At Base skill level)The character can shine off novels and manuals within hours.
Steel GripChoose a skill at base level that was a hobby while growing up.
Sturdy BuildAdd +3 to strength when gripping with the hands.
Magnificent EyesThe character has a sturdy build with a good center of gravity. Even if the character is not strong, his size is still a little intimidating.
Heat ToleranceThe character is one of the people that gets comments about how great their eyes are, no matter what their P.B..
Good MetabolismThe character loves hot summer days. Heck they may even wear a sweater in the summer.
WittyThe character has a hard time gaining weight and has a lot of energy.
Good TeacherIn any situation, this character can find humor and is fast at it.
Good BalanceThis character is excellent at teaching others.
TactfulThis person should have been a tightrope walker. +5% to sense of balance or add sense of balance at basic level –10%.
Good MemoryNo matter who the person, this character will find a nice way and time to break any bad news or criticism to that person.
CalmThis is not total recall, but the character can remember things that they have experienced or heard.
Good HealerNot easily frustrated, and even-tempered.
ConfidentThe character heals well and does not have many scars.
Strong StomachThis is not arrogance, but the character is confident in his ability to do things to the point that others might believe him.
IndependentBlood, guts, gore? No problem for this character. They've seen it all before.
SocialThe character is independent. He usually does not rely on others for help support.
Good MannersThis character feels at home in a large crowd of people.
Good Story TellerThe character has always been raised with good manners. To him, there is no other way to be.
Quick ThinkerThe character can make any event into a fascinating tale for others to enjoy.
Natural ActorIn a bind? This character is good at knowing the available resources and can plan things quickly from those.
HumbleThe character is good at acting as someone else. They can act most moods. Add 6% to the acting skill or add Acting at basic level –10%.
MatureThis character is anything but arrogant. He is open to any advice and help with projects. He will always give credit where credit is due, and probably more.
Silver TongueThis character knows when not to joke around.
GenerousThis is the ability to smooth over most problems by talking with the person.
Imitate VoicesEveryone wants to be this person’s friend.
The character can imitate accents and voices that it has heard a lot of with a 60% ability.
Major faults are the characteristics that give the characters a noticeable negative or handicap. Many of them are conditional upon the type of fault and the situations. The faults are either natural born things or have been developed while growing up. The GM should decide how to assign these, whether assigned, rolled or chosen by the Player. The random rolling list is below.
NOTE: Every third fault is a hyperlink so that finding the description is easier. If the fault selected is not hyper linked, click the link above it and you will be in the general area.Major Faults
Roll | Major Faults |
01-04 | Absent Minded |
05-08 | Addiction (Major) |
09-12 | Battle Confusion |
13-16 | Cold Sensitive |
17-20 | Allergies (airborne) |
21-24 | Klutz |
25-28 | Crippled (Major) |
29-32 | Deep Sleeper |
33-36 | Easily Charmed |
37-39 | Fragile Wrists |
40-44 | Hard of Hearing |
45-48 | Lack of Depth Perception |
49-52 | Phobia |
53-56 | Oblivious |
57-60 | Paranoid |
61-64 | Poor Concentration |
65-67 | One eye (Cyber implant?) |
68-72 | Trauma |
73-77 | Uncoordinated |
78-81 | Fearless |
82-86 | Prejudice |
87-92 | Disgusting Habit |
93-95 | One Arm Major (Majority of arm missing) |
96-00 | Merciless |
Minor Faults
Roll | Minor Faults |
01-02 | Addiction (Mild) |
03-04 | Aggression |
05-06 | Bad Temper |
07-08 | Unpleasant Personal Odor |
09-10 | Color Blind |
11-12 | Compulsive Behavior |
13-14 | Dependent on something/someone |
15-16 | Sense of Duty -
(Roll: odd = Major, even = Minor) |
17-18 | Immature |
19-20 | Frantic |
21-22 | Glutton |
23-24 | Greedy |
25-26 | Impulsive |
27-28 | Indecisive |
29-30 | Arrogant |
31-32 | Kleptomaniac |
33-34 | Lack of time/Compulsive tardiness |
35-36 | Memory loss (Short term) |
37-39 | Minor fear |
40 | Lazy |
41-42 | Frequent Nose Bleeds |
43-44 | Not Graceful |
45-46 | Not Subtle |
47-48 | Always Off Balance |
49-50 | Moody |
51-53 | Over Confident |
54-55 | Pain Intolerant |
56-57 | Poor Eyesight (Glasses) |
58-59 | Passive |
60-61 | Pyromaniac |
62-63 | Queasy |
64-65 | Slow healer |
66-67 | Annoying Voice |
68-69 | Rival -(Roll: odd = Major, Even = Minor) |
70-71 | Ulcer |
72-73 | Unpleasant Personal
Secret
(Roll: odd =Major, even = Minor) |
74-75 | Low self-esteem |
76-77 | Stutter |
78-79 | Stubborn |
80-81 | Nagger |
82-83 | Uncommon Allergy |
84-85 | Wrath |
86-87 | Asthma |
88-89 | Flashbacks |
90-91 | Crude |
92-94 | Perfectionist |
95-96 | Unsociable |
97-98 | Never admits being wrong |
99-00 | Bad singing voice |
To Faults | To Talents | Top | Back to Instructions
Major and Minor Fault Descriptions
Major Fault Description
Major faults
define a significant downfall or shortcoming of the character. They are
a major part of the character’s description and life. They give negatives
to skills, or attributes and in give the character obstacles to overcome.
Addiction (Major)Forget trying to explain things to this person. They just don’t remember a whole lot. Give a –8% to secondary skills only.
Battle ConfusionRoll from Role playing books.
Cold SensitiveThis character has a hard time keeping track of what is going on during battle. The character receives -3 to initiative in a large battle for first 3 melees
Allergies (airborne)The character cannot stand the cold. They have to be in a controlled environment. The character receives -2 to dodge and parry when in a cold environment without protection.
KlutzThe character suffers from allergies of something that can be airborne. When the allergies are active, the character receives a -3 to strike, parry and dodge. He can avoid this by using environmental armor and keeping the filters active.
Crippled (Major)This character is very ungraceful. Butter fingers should be his nickname. There is a 30% chance of dropping weapon with a failed strike roll of any weapon.
Deep SleeperThe character is crippled and cannot walk or run as fast as normal. Give a -4 to Spd when walking or running.
Easily CharmedThis character sleeps like a rock and can sleep anywhere. There is a 20% chance of being awaken if asleep longer than 20 min.
Fragile WristsThis person is easily taken in and fooled by almost anyone who has a good story. The character gets a -3 on Saving throws vs. Hypnotism and Charm (from M.A.)
Hard of HearingThe character has weak wrists. They have most of their life. Give a -4 to PS when using wrists.
Lack of Depth PerceptionThe character must have listened to too much loud music. The character always has the communicator turned up loud when in armor. Other characters can talk low and he would not hear.
PhobiaThis character has a bad depth perception and can’t tell how far away things are. Give a -3 to strike with guns if not using a targeting system.
ObliviousRoll or select from Role playing Books.
ParanoidThis character is always preoccupied with other things. This makes them seem unaware. Give a -3 to initiative.
Poor ConcentrationSee Role playing Books
One eyeThe character just can’t seem to concentrate on one thing for very long. The character always gets side tracked. -10% to skills when rushed.
TraumaSomehow in the character’s life, they lost one of their eyes. The character may opt for a fake eye or an implant.
UncoordinatedSee Role Playing Books
FearlessThe character just can’t seem to get the hands and feet to work in sync. The character receives a -2 to dodge outside of large mecha and -2 to strike with hand weapons.
PrejudiceWill jump into dangerous situations with little hesitation or thought for personal safety.
Disgusting HabitThe player and GM should decide what and why.
One Arm MajorThe character has some type of bad disgusting habit that people can’t help but notice. The character receives a -2 to MA.
MercilessThe whole arm or the majority of the arm is missing. What does the character do to compensate?
No use in groveling. This character believes is justice and in following the rules strictly. Whether they be the rules of the territory, or personal rules. "You reap what you sow, buddy!"
Minor Faults Description
AggressiveThe character has some form of mild addiction such as a type of food, or caffeine.
Bad TemperThe character tends to be aggressive in most anything that he does.
Unpleasant Personal OdorThe character has a short fuse. He gets easily frustrated, irritated, and mad.
Color BlindThe character has some kind of unpleasant odor. It might be feet, breath, armpits, or something else like garlic pills. They stink if they don’t use some heavy deodorant constantly.
Compulsive BehaviorColor blindness is the inability to see a certain color and its opposite in specific tones. They both appear gray. Common combinations are red with green, blue with orange, and yellow with purple.
Dependent on something/someoneThe character has a routine or method of doing most common things. They are important to them to do it that way only.
Sense of Duty -(Roll: odd = Major, even = Minor)They cannot do anything without the presence of a specific item or permission of a specific person.
ImmatureA major sense of duty can be to a person, organization, or religion. They feel responsible to whatever it is and feel it a duty to obey the general commands. A minor sense of duty might be to follow a phrase or saying whenever possible.
FranticThis character rarely takes thing seriously and can be annoying to other people. They might take things personal and rarely plan ahead.
GluttonEverything has to be done NOW! Everything that this person has to do is a priority. They will ask people for help and request their immediate assistance.
GreedyThis character wants to indulge in things that he likes more than possible. Too much is never enough.
ImpulsiveNo one even bothers to ask from this person after the first time. The conditions of a loan or borrow are not worth it.
IndecisiveRarely does this person think or plan ahead more that a few moments. This character can prove to be exciting and dangerous to hang around.
ArrogantThis character can't make a decision. There are always consequences and things to worry about. Or the character just doesn't want to worry.
KleptomaniacThis character just sees nothing but good… in himself. He is always good enough for the job and definitely better that you.
Lack of time/Compulsive tardinessA kleptomaniac is a compulsive thief. He always steals things and thinks nothing of it.
Memory loss (Short term)Someone better buy this guy a bigger watch with a loud alarm on it. He is always late to everything. He was probably even born a few weeks late.
Minor fearThis character will probably forget your name as soon as you say it. If he wants to remember anything, he must write it down. Don’t ever give this guy directions unless he is taking notes.
LazyThis is nothing that will make the character wet his pants, but it is enough to keep him away from it. The minor fear should be simple like spiders or crunchy bugs.
Frequent Nose BleedsI don’t feel like writing this one right now. I have to keep this couch warm.
Not GracefulFor unknown reasons this player suddenly gets a bloody nose. It will take 1D4 minutes to stop it.
Not SubtleThis character is anything but a model. They might trip over their shoelaces even when they are tied. This person will always find something to stumble on when walking.
Off BalanceThis character has no concept of hurting other’s feelings. He just says it as it is.
MoodyIf you meet this character on the street he accidentally bumps into you, watch out. He might fall down. Once he stumbles, nothing can stop him from falling.
Over ConfidentThis character is always in some mood. They seem to change often. He tends to be very dramatic about emotional things.
Pain IntolerantDon’t bother offering this character any help. They can do it perfectly well themselves.
Poor Eyesight (Glasses)This character can't stand pain at any level. If he gets even a sliver, then anesthesia must be used.
PassiveThis character has to wear glasses. He is probably near sided (can’t focus on things far away) or far sided (can’t focus on thing up close).
PyromaniacThis character will try to avoid fighting when possible. They have to have a good reason to fight.
QueasyThis character loves to play with fire. They have accidentally set things on fire many times in their life, but that still doesn't stop them from playing with fire.
Slow healerIf this character sees a gory or bloody scene, they chuck their lunch. This person can’t even stand to be told details about a scene like this or like a surgical technique. Things like joints bending backwards or bones breaking are other touchy subjects.
Annoying VoiceThis character doesn't heal as fast as most people. He will gain hit points back like normal, but cuts and sores will take a long time to heal completely. This character most likely has a lot of scars.
Rival -(Roll: odd = Major, Even = Minor )The voice on this character is annoying enough to drive you mad. It is most likely high pitched and whiney.
UlcerThis character has had a person that they conflict or compete with most of their life. A major rival is someone that they see often and there is a lot pride at stake. A minor rival would be someone that only shows their face once in a while, but you still have to show that you are better than they are.
Unpleasant Personal Secret (odd =Major, even = Minor)This character has to watch what he eats. Spicy or greasy foods will send this character in a lot of pain. It is not intolerable, but it is uncomfortable. Best to just forget trying to eat those foods.
Low self-esteemSometime in this character’s past, they did something or are related to someone that they are ashamed of. A major secret would be something that might cause judgment by others if they found out. A minor secret is something that others might tease or chuckle at, but it is no big deal.
StutterEven the best constructive criticism will leave this character thinking that they are worthless and can’t do anything right. They will often try to cover small mistakes or go to great lengths to correct it.
StubbornThe character has a tendency to stutter when exited. It could be as bad as every other word or it could be as mild as one word every few sentences.
NaggerDon't try to tell this person what to do. They will do it the way that they think is correct. They will argue any point that they deem necessary. They will rarely change their mind.
Uncommon AllergyThis character seems to think that nothing will get done without their constant reminding. They tend to give their advice often without any asking.
WrathThis is an allergy to some strange food or medicine. The character cannot take these into the body without swelling up or getting sick.
AsthmaThis character has more that a black list that he puts you on when he’s mad at you. He must get revenge to whatever extent he deems necessary to get you back. The silent treatment is not enough. This man knows how to hold a grudge.
FlashbacksThe character suffers from asthma. Sometimes during extensive activity or exciting situations, his lungs will tighten up.
CrudeThe Flashbacks can be anything from a sibling fight from childhood to a recent traumatic battle. The flashbacks are usually from one specific event and will cause the character to pause for 1D4 attacks while he relives it.
PerfectionistThis character has no concept of manners or politeness. He tells stories in the worst way. This character is far from politically correct about anything.
UnsociableIf this character does anything, it has to be done perfect to his standards. He is always critical of his own handiwork even though it might be excellent work.
Never admits being wrongForget trying to take this person to bars and clubs. They will stay by themselves in most groups or public places. He either likes to be by himself, or doesn't know what to say.
Bad singing voiceAdmitting error is impossible for this character to do. Even though he knows that he is blatantly wrong inside, he will not lower himself to admit it.
This character believes that he can sing but his voice is barely tolerable to others that hear. The singing skill must be selected twice (professional quality and training) to kick this fault.