Evasion (Cyberpunk RED)
Definition
Evasion is the skill that decides whether things hit you. It is not a passive statistic, it is an active roll: reading the shooter, breaking the line, moving before the trigger comes back, getting out of a blast radius while everyone else is still processing what happened. At the table it is the single most frequently rolled combat skill for most characters, because you spend far more of a firefight being shot at than shooting. A crew's survival tends to track Evasion more closely than it tracks weapon skills. A Solo with an excellent Handgun rank and no Evasion wins the first exchange and then dies in the second, which is why experienced players buy defense before they buy damage.
How it works
Tips
Frequently asked questions
Can I dodge bullets?
Not the way you dodge a punch. Evasion is reliable against melee and against area effects you can move out of; against aimed gunfire, cover and not being visible do more for you than the skill does.
How much Evasion is enough?
Skills cap at 6 at character creation and 10 later. Combat characters should aim for the creation cap, and even non-combat characters benefit hugely from 3 or 4 since it applies every time someone swings at them.
Is Evasion better than armor?
They solve different problems. Armor reduces what gets through; Evasion stops the hit entirely and works against blasts. Most survivors carry both, because neither is reliable enough alone.