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Old 11-25-2016, 07:43 AM   #1
DemiBenson
 
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Default The Effects of Wearing a Target

Batman's suit is dark with a yellow symbol on his chest. Some writers have claimed he does this so villains aim for the high visibility yellow target, which is heavily armored.

If a character wanted to do something similar, how would we GURPS-ify that effect? As another example: a shield painted like a bullseye and the all-metal shield boss is the center. If the wielder does NOT Block (doesn't actively move the shield), and uses it only as cover, are arrows more likely to hit the boss because archers are aiming for the center?
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Old 11-25-2016, 08:29 AM   #2
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Default Re: The Effects of Wearing a Target

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Originally Posted by DemiBenson View Post
If a character wanted to do something similar, how would we GURPS-ify that effect?
At best I'd reduce visibility penalties to see or target the 'bright yellow symbol' by 1. Maybe 2, but no more.

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As another example: a shield painted like a bullseye and the all-metal shield boss is the center. If the wielder does NOT Block (doesn't actively move the shield), and uses it only as cover, are arrows more likely to hit the boss because archers are aiming for the center?
No archer is going to aim for the bullseye on a shield. They'd aim for the uncovered person behind it.

Unless they had an explosive/gas cloud arrowhead. Even then I wouldn't give them any bonuses.
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Old 11-25-2016, 09:35 AM   #3
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Default Re: The Effects of Wearing a Target

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Originally Posted by DemiBenson View Post
If a character wanted to do something similar, how would we GURPS-ify that effect?
I'd treat it as a psychological effect rather than a mechanical one. A not-very-bright gunman, seeing the bright yellow spot, decides to shoot at it. It may not be any easier to actually hit, but it draws the eye.
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Old 11-25-2016, 09:43 AM   #4
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Default Re: The Effects of Wearing a Target

Offsetting visibility penalties by 1 is supported in the rules. It is what improved visibility sights give you.
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Old 11-25-2016, 10:10 AM   #5
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Default Re: The Effects of Wearing a Target

Quote:
Originally Posted by DemiBenson View Post
Batman's suit is dark with a yellow symbol on his chest. Some writers have claimed he does this so villains aim for the high visibility yellow target, which is heavily armored.

If a character wanted to do something similar, how would we GURPS-ify that effect?
I'd treat it as a pectoral (Low Tech Instant Armor p 20) that lets him armor his vitals at 1/20th to 1/6th the cost and weight of armoring his total upper chest. He could put a double or triple thickness ceramic plate there, for DR 70 or so (and protection against AP rounds from heavy machine guns) for only a few pounds of extra weight.

He still has to convince his enemies to shoot at the plate, but the favorable visibility bonuses that others have mentioned seem like plenty of justification for that.
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Old 11-25-2016, 12:43 PM   #6
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Default Re: The Effects of Wearing a Target

As others have said, I would simply give a +1 to hit to enemies who CHOOSE to aim at that part of their target.

Another thought; if you're using random targeting rolls to see what part of his body is hit, I could see applying up to a +-3 to the random roll, to channel random shots toward the hi-vis area. Otherwise, mooks tend to shoot at torso anyway, as it's the easiest to hit; I assume that random bandits, etc., are aiming at torso, so this would just be an extension of that thinking. Instead of applying a modifier at all, just expand the category of opponents in your mind as GM of opponents who will automatically fire at the hi-vis target.

Last edited by joncarryer; 11-25-2016 at 12:49 PM. Reason: Stopping to think
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Old 11-26-2016, 03:37 PM   #7
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Default Re: The Effects of Wearing a Target

I ran a game for a character that painted a standard police target on his bullet proof vest. When he faced off against law-enforcement mooks I'd make them have to make an IQ roll at a penalty to realize they shouldn't keep firing at center of mass. I gave the mooks a pretty good bonus accumulating over multiple turns if they managed to keep firing at him, so within a few turns they'd usually figure it out. For that first turn or so it was helpful for drawing fire though.
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Old 11-26-2016, 04:08 PM   #8
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Default Re: The Effects of Wearing a Target

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Originally Posted by Turhan's Bey Company View Post
I'd treat it as a psychological effect rather than a mechanical one. A not-very-bright gunman, seeing the bright yellow spot, decides to shoot at it. It may not be any easier to actually hit, but it draws the eye.
Mostly agree here but the increased visibility should apply and encourage shots there from low skill foes.
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Old 11-28-2016, 08:47 PM   #9
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Default Re: The Effects of Wearing a Target

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Originally Posted by Refplace View Post
Mostly agree here but the increased visibility should apply and encourage shots there from low skill foes.
IQ-based Guns roll at a penalty to figure out not to aim for the obvious target?
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