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rpg:gurps:other:grabbing_the_goods

Grabbing the Goods

For burglaries, snatching the goods is automatic… after climbing the walls, cutting the fences, eluding the dog patrols, avoiding the mines, picking the locks, deactivating the motion sensors, and cracking the safe. Even so, there can be complications. And not every snatch-and-grab job involves a break-in to grab a portable, inanimate objective.

Finding the MacGuffin

The Renoir, incriminating evidence, or whatever doesn't have to be sitting out in the open. If it isn't, use the applicable rules under Physical Searches. Apply BAD if the object was hidden deliberately. Each such task attempted in a place where you're not supposed to be also requires a Stealth roll to avoid alerting guards, if any.

Grand Theft Auto

Stealing a vehicle isn't as complex as breaking into a secret base or a bank. However, snatching a vehicle – such as a prototype tank or a crime lord's yacht loaded with heroin – may be the main objective of a raid. And any convenient ride will suffice when fleeing a clandestine op!

Breaking In: Getting into a vehicle calls for the Forced Entry and Lockpicking rolls explained under Locks, Doors, and Glass; BAD won't apply unless your target is a top-secret combat vehicle, spy car, etc. Disarming an alarm requires tools and a roll against Electronics Repair (Security) or suitable Mechanic skill – and BAD does apply if the vehicle belongs to canny bad guys rather than to some unlucky citizen. Disabling a vehicle-tracking system calls for tools and an Electronics Repair (Security) roll. Failures on rolls for security devices sound an alarm and/or alert the owner.

Hotwiring: Unlocking a key ignition to start a vehicle requires a second Lockpicking attempt, as difficult as the one to break in. Starting a vehicle by directly tampering with its innards requires an IQ-based roll against the relevant vehicle operation skill (Driving, Piloting,etc.) or Mechanic specialty; BAD applies for fighting and spy vehicles, and a failure is liable to shut down the vehicle for good – or trigger interesting defenses.

Lifts and Pulls

Some thefts happen in plain sight. These might be goals in their own right, an early step of a larger operation (e.g., getting a needed key or ID card), or a closing element in a complex plan like breaking in, posing as a guard, and pickpocketing the boss' PDA.

In all cases, don't apply BAD to the skill roll – the challenge comes from the victim or observer's skills. If these aren't known, assume 10, but add the absolute value of BAD for genuine bad guys. Distractions are very useful; any flamboyant skill (Fast-Talk, Sex Appeal, etc.) counts as complementary and gives twice the usual bonus for success.

Lift: To snatch something off a desk, out of a rubbish bin, or similar as you casually walk past, you must win a Quick Contest of Filch vs. the better of any watcher's Vision or Observation skill. A tie or a loss alerts the observer, whose reaction depends on his motives – a chase or combat is likely. Use the same rules when subtly dropping an item for someone else.

Pull: To grab something off someone you bump into, you must win a Quick Contest of Pickpocket vs. the better of his Perception or Streetwise skill, or an alert third party's Observation skill. A tie or a loss means you're made; the victim may grab you, an observer may alert the victim, etc. Use the same rules when planting something on someone.

Switcharoo: If you've already succeeded at a Holdout attempt (see Subtlety) to stash something small, you can swap it for another item of similar size and appearance. Roll as for a lift, but use Sleight of Hand. This also works for obvious-but-innocuous items, like briefcases.

Live Capture

In principle, grabbing a person is like any other theft – that is, until you run into real, live people. If you can reach your mark by using Getting In to bypass his security and Subtlety to get close, you can try to subdue him without combat. This doesn't always work, and there are other options.

Binding: If the target is pinned, asleep, or unconscious, you can handcuff or tie him. The GM will make a secret Knot-Tying roll for you if you use rope; any failure means the victim may be able to escape. Alternatively, you can grapple him, or trick him into lowering his guard by winning a Quick Contest of Fast-Talk against his IQ, and then cuff him in one slick move by winning a Quick Contest of Judo or Wrestling against the higher of his DX or best grappling skill. If any of this fails, things will get noisy!

Subdual: You can grab or knock out your victim. A successful stun-gun attack, or a grapple using Judo or Wrestling, is quiet enough not to draw attention; clubs, fists, and Tasers, or failed or repeated “stealthy” attacks, aren't. Any sentries nearby get Hearing rolls to catch on. A grappled or stunned victim can be drugged; this requires a Physician roll to do safely and effectively. The GM rolls secretly; failure means the victim wakes up at an inconvenient time, and critical failure indicates an overdose (see Overdose, Poisoning, and Venom).

Threats: If you suddenly appear, armed, inside your victim's security, you can roll a Quick Contest of Intimidation vs. his Will to convince him to come quietly. Victory means he does. A tie means he refuses to budge – the jig isn't up yet, but you're probably going to have to resort to something noisy. Loss means he shouts for help and the jig is up, if there's anybody around to hear.

rpg/gurps/other/grabbing_the_goods.txt · Last modified: 2017/06/17 03:16 by 127.0.0.1

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