I'm looking for a rule that would allow for that classic stunt "Getting the Drop on Someone"; that is, pointing a gun at someone to intimidate them into not doing anything you wouldn't like. Why? It's in every movie ever. (Even Bambi had guns pointed at the little forest creatures).
I'm running a Tarantino/Desperado/Gangster-style game, and pointing guns at people to get them to "freeze" is quite cinematic, and good for building tension. Also, it saves on the cost of bullets.
So I'm looking for house rules, or practical applications of the present rules.
Some thoughts:
Intimidation seems to be a Charisma-based skill, and more of a social-standing sort of angle.
Intimidation by itself MIGHT work, except staring down the barrel of a gun makes it seem so much more interesting. What about people who aren't intimidating, yet are taking a stand with a firearm? Just a simple +3 Bonus to Intimidation?
Most named characters can actually TAKE a round or two to the chest, even if I rule that the gunman gets a +3 for aiming. It's not very intimidating to be shot point blank, in other words.
My current idea:
"Getting the Drop" is a stunt. It requires that the gunman make their intentions clear (target must see or hear a deadly weapon brought to bear on them). It is a Guns or Will vs. the target's Will. If successful, the target is successfully intimidated to the point of dropping his/her gun, raising hands, etc. The target may resist every sequence thereafter using Will vs. Will. If successful, they are no longer intimidated and may act (although there is no indication to the gunman. The target may be "playing along" for an opportune moment). The gunman retains a +3 unless they are distracted.
Help me think this through.