Quickness of Foot
By: Big R. , DMobster, & Pagan
Very Slow on his feet - DEF <= -3
par 6+ - (high) Attempts to parry rather than dodge attacks
par 1 - 5 -no statement
par <= 0 - (low) Absolutely unable to avoid getting hurt
Slow on his feet - DEF -2 to -1
par 6+ - (high) Finding it hard to avoid a blow he doesn't parry
par 1 - 5 - no statement
par <= 0 -(low) With a marked inability to avoid or parry a blow
Normal - No Statement - 0 to 2
Quick on his feet - DEF 3 to 4
par 6+ -(high) And well able to protect himself
par 1 - 5 - no statement
par <= 0 -(low) Avoiding blows rather than parrying them
Very Quick on his feet - DEF 5 to 6
par 6+ -(high) Often avoiding seemingly hopeless situations
par 1 - 5 - no statement
par <= 0 -(low) Avoiding rather than trading blows
Incredibly Quick and Elusive on his feet - DEF 7+
par 6+ -(high) Making even dangerous opponents look harmless
par 1 - 5 - no statement
par <= 0 -(low) Relying on his speed to stay out of danger
The accuracy of the chart is based on warriors first designed with Wits of 8 or higher.
Dmobster , Big R., and I have broken this down into two classes: Footness Class & Footness Sub-Class. The number of skills in Defense qualifies your warrior for one of five initial Footness Class statements, with the fifth being a No-Statement. The number of skills in Parry qualifies your warrior for one of three Footness Sub-Class statements, the third being a No-Statement.
Following along your warriors initial overview allows you to know almost exactly where you warrior is with regards to his Defense & Parry skills. You should remember that Quickness is a permanent characteristic, and therefore it cannot be changed by increases to the Parry\Defense of a warrior through training.
The phrases do not appear to be a bonus to the warrior in skills. We know for a fact that there are no additions to skills from these statements. However, this permanent factor affects the way your warrior fights\behaves in combat under different types of offensive efforts\activity levels.
For those who would ask themselves, why would RSI make a permanent statement, as in Activity, and not assign it bonuses or penalties, I offer these supposed bonuses from the OLD belief that each statement regulates a warrior's Parry & Defense. The Higher your Footness Class the higher of a bonus you would receive from the Footness Sub-Class. It was supposed that the LOW Footness Sub-Class for Incredibly Quick & Elusive, was higher, by a little, than the HIGH Footness Sub-Class for Very Quick. These are the modifiers for the OLD belief:
for Slow and down: high = -parry \ -defense low = -defense
for Quick and up: high = +parry \ +defense low=+defense