11.5 Staredowns
Staredowns, or stand-offs, as they are sometimes called, is a common element in movies. It’s the classic scene where the opponents finds themselves locked in a position where both can attack, but neither can be sure about not getting hit themselves in the process. The fight turns into a mental game, trying to break the will of the opponent by acting intimidating and tough. It’s often used as a device to focus a scene, going from hard and fast violence to tense psychological action.
A good example of a staredown can be found in the Clint Eastwood movie scene in Dirty Harry, where he uses the phrase “I know what you're thinking. ‘Did he fire six shots or only five?’ Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself a question: Do I feel lucky? Well, do ya, punk?” to stare down bad guys. Of course, Clint Eastwood being the toughest guy around, one bad guy surrenders, and later in the movie, another panics and tries to shoot and promptly flies into eternity to the boom of the mighty .44 Magnum.
11.5.1 Initiating a staredown
A staredown can only be initiated in close combat or at point blank range with ranged weapons. In close combat, the initiator must have an equal or higher DEFENCE than his opponent. If ranged weapons are used, the target can’t be behind cover (hostages don’t count as cover in this case). Remember, a staredown is a situation where vulnerability is key. The combatants also need to be fairly isolated from other combat going on, staredowns don’t work in the middle of the fray. For a staredown to work, a threat must exist, but it doesn’t have to be directly against the opponent, sometimes it’s directed against a hostage or some other valuable object.
Staredowns may be initiated against smarter animals, such as large mammals like wolves, but this also requires a suitable skill roll in a skill related to animal handling or wilderness survival.
As usual, the game master is the final judge, but the player has the right to know if a staredown is possible, although not necessarily how difficult it will be, before he tries to initiate one.
To initiate a staredown, a combatant declares that he will try to start a staredown, which may be done by rolling with a differently coloured die. The combat rolls are done as normal, except that the initiator rolls against his MENTAL STRENGTH instead of his combat skill. If his degree of success is higher than the opponent, the opponent lose his action and the staredown will begin the next turn. If the opponent wins, the opponent’s action happens, and there is no staredown. Of course, the rolls still needs to be successful for anything to happen. If both combatants are going for a staredown, it happens automatically, regardless of rolls.
11.5.2 Nerves of steel – going through a staredown
A staredown is treated just like a normal combat, except for a few differences:
- MENTAL STRENGTH is used as initial DEFENCE, modified by +5 for each of the advantages COOL and FEARLESS, and –5 for COWARD. Also, reduce by 1 for each WOUND LEVEL LINE passed. Modifications may also be added depending on the situation.
- Rolls are made against Mental Strength, following the same rules as the offensive, tactical and defensive manoeuvres.
- Attack manoeuvres follow special rules. It is assumed that both sides are in a vulnerable position, and an attack will not miss, but may cause the enemy to attack first.
- Attacks are not allowed on the first turn of the staredown. It’s a staredown, not a blink-of-the-eye-down. This also makes it a bit more random and less reliable, as at least one turn will happen and affect the balance, which means that a character with high MENTAL STRENGTH can’t rely on it as a magic bullet that will win every fight.
- DEFENCE is kept secret. This is a mind game, not a statistical exercise.
11.5.3 The outcome
There are several possible outcomes of a staredown. If either of the combatants has his Defence reduced to zero, he surrenders. That’s the clean and simple result, but the world is not always clean and simple.
During the staredown, either player may declare that they attack. Attacks during a staredown are nasty, as at least one combatant will hit and damage is likely to be severe. When either combatant declares that they make an attack, which is done by rolling the attack die instead of a manoeuvre die, the following happens:
- The combatants reveal their DEFENCE.
- The combatant who has a higher DEFENCE, strikes first and hits automatically, doing double damage (for instance, a 2D3L becomes a whopping 4D6L). The opponent don’t get a chance to return the attack this turn, even if he survives. Of course, if the threat is directed against a hostage or some other object, the opponent can return the attack, with the usual automatic hit and double damage.
- If Defence is equal, things get messy. Both opponents strike with automatic hits, both doing double damage. Chances are high that both opponents will end up in a puddle of blood.
11.5.4 Staredowns with multiple opponents
A staredown always begins between two opponents, but more may join in, provided a credible threat can be made. This kind of staredown is commonly referred to as a Mexican stand-off. The same restrictions applies for joining as for initiating a staredown. The ordinary rules applies for manoeuvres just as in ordinary combat against several enemies, so being outnumbered in a staredown is a very bad situation.
Every turn, before any action is declared, everybody declares who they are currently threatening. This is done simultaneously, the easiest way is to simply point at your target. A combatant which is currently not threatened may, if other circumstances allow it, leave the staredown.
When someone attacks, resolve all attacks in order of descending DEFENCE. Highest current DEFENCE attacks first, those who have already been hit can’t attack. If several combatants have the same DEFENCE, they attack simultaneously. If someone wish to withhold their attack, they can do so only if they are not threatened and they must also make a successful roll against MENTAL STRENGTH.
As you might expect, this gets confusing and it’s certainly not easy to predict who will remain standing. Mexican stand-offs are dangerous, much more dangerous than an ordinary staredown. There will probably be a high body count, so think twice before getting into one.
11.5.5 Why use a staredown?
As you can see, staredowns are deadly. It’s vital to read the opponent, to have a feeling for who has the upper hand. Yet, despite the danger, sometimes it’s necessary or advantageous. Some typical examples of when a staredown is a good option:
- When the enemy is known to be a coward.
- To humiliate the enemy, especially in a public setting such as a public duel or gladiatorial fight.
- To capture an opponent alive or to avoid violence altogether.
- When the opponent is holding a hostage and you can’t attack without risking the hostage. Note that the automatic hit in a staredown means that the opponent is hit and the hostage is safe, assuming the attack is precise enough for this to be possible. It will not make a sawn off shotgun into a weapon of surgical precision.
- If you have the enemy outnumbered and don’t want an unnecessary fight.
- To buy time in a fight where you would otherwise be at a great disadvantage, possibly giving your friends time to assist.
- To even out the odds against a physically stronger, but mentally weaker, opponent.