Certain fast-moving attacks or other threats cannot be prevented by using Defence, but may be dodged by the use of Evasion.
Evasion is used in any situation where the character's survival depends on getting out of the way - to leap through a closing gap, to sidestep a dragon’s firey breath, to dodge a falling chandelier, etc.
Situations in which a character must dodge, rather than block, an attack will be attributed with a Speed score. To dodge, the character must roll two ten-side dice (2d10), add this to his Evasion and, if the result is greater than or equal to the attack Speed, he has dodged:
2d10 + Evasion ≥ Speed = DODGED!
- A roll of 2 is always a failure, and a roll of 20 is always a success.
- Evasion only applies when it is physically possible to evade, else Evasion is zero (for example, whilst dangling at the end of a rope - unless he's prepared to let go!)