Combat Move: Stand your Ground

Stand Your Ground

Type: Finisher A common move for action vid heroes, or people who are way too brave for their own good. You stand firm against the onslaught, and if your resolution doesn't scare a few into rethinking the battle, you're ready to engage anyone who gets close. Finish your turn by rolling Intimidation against any enemy who had plans to attack you with melee after your turn (your GM will not tell you who did or didn't, but you'll find out). It's up to your GM, then, what the enemy does depending on their roll, but better results include dropping their weapon, running away, or hesitating enough to pass their turn. Bad results include still stabbing you, or even pulling out a gun since you're standing nice and still. However, any enemy that does still close within your melee Attack range is subject to a single Attack move from you, with your MFD penalty continuing from any other moves you made during your turn. You need not make a melee attack against them, but you cannot attack anyone who isn't foolish enough to get close to you with this move.