Setting up a character for Maptools

# Setting up in Maptools

NOTE: This guide assumes you are tracking your character in GCA, or someone else is.

There are two versions of this guide. The "Quick" version is for people who do not need/want little macros for all their skill rolls, HP tracking, and whatever. Type in what you're doing, track with pencil and paper or a Word document, or whatever. The "Macro" version is for people who DO want little macros for all their skill rolls, HP tracking, and whatever.

## Quick Guide

It looks like a lot of steps but I like to break stuff up into little nibbles. They're all pretty simple.

**WARNING**: This is old, and I don't know how well any of this works for GCA5.

1. Download the Maptools Macro export sheet for GCA
2. Save the sheet in your My Documents\GURPS Character Assistant 4\Sheets\ folder.
3. Open your character in GCA, go to FILE -> Export.
4. In the drop down box, look for maptools\_macro.gce and pick it.
5. Make sure to select "Plain Text" and hit OK (otherwise it will happily not make any files at all).
6. Pick a place to save it in the file popup and hit OK.
7. On Game Night, right click on your Mini in Maptools, and pick Impersonate.
8. Open up the text file you created with GCA, and select everything, then hit Control C to copy it.
9. Go back to Maptools, and hit Control V to paste it all into chat. Hit enter.
10. Play the game!

## Macro Guide

*someone who uses Macros needs to rewrite this*

# Using the Dice Roller

The Maptools dice system is pretty simple. At the very basic end it's much like OpenRPG: you can do [3d6] to drop 3d6 (or whatever).

The GURPS roller library adds a couple of little functions to help GURPS players:

## Skill

The basic GURPS success test is called **skill()**, but you can also type **sk()** or just **s()** to be really short. Rolling against a skill or attribute of 12 looks like this:

```
[**skill(12)**]

```

You can put text around this too:

```
I swing my sword at him! [**skill(12)**]

```

It will spit out whether you succeeded or failed, and by how much. When you put your mouse cursor over the text, a little tooltip will pop up summarizing the modifiers, which dice rolled what, and how much you succeeded or failed by.

If your skill roll has modifiers, you put in a comma, and then your modifiers, like so (example is a skill 15 with a -3 in penalties):

```
I pick the hard lock [**skill(15,-3)**] -3 for that lock being hard

```

You can list modifiers individually too if you don't like figuring out the total:

```
I pick the hard lock with my really good lockpicks [**skill(15,-3+2)**] -3 for the lock being hard, +2 for my really good lockpicks!

```

If for some reason your final skill level needs to be capped at a static value (14 for Fright Checks, 9 for Move and Attack, as a couple of examples) you can put that level in as the third value. Note that if there are no modifiers and you need a cap, that you should put a 0 in for your modifiers. Otherwise it'll read the cap as a bonus to your roll!

```
I make a fright check! [**skill(12,+5,14)**] +5 for Fearless +5, capped at 14.

```

## Attacking

You can roll attacks with the skill() function because they are, fundamentally, just skill checks. The attack function, however, adds in a feature to automatically Deceptive Attack if your skill is over 16 to bring your skill down to 16 or 17. This is just a handy thing to help because people keep forgetting it. Same features as skill().

Short versions are attk() or a(). Examples:

```
[attack(25,-3)] or [attk(15,-2)] or [a(21,+2,9)]

```

## Rate-Of-Fire

To speed up handling of high rate of fire attacks, there is a helper macro called rof().
It is also useful for dodging against one (and other
very similar situations).

The function is used as follows:

```
[**rof(skill, modifiers<, Recoil><, number of shots>)**]

```

Skill and modifiers is as per the skill() macro, the other two arguments are optional.
If you don't provide a Recoil it assumes a Rcl of 1. If you provide Number of Shots, it will
cap the reported number of hits to number of shots. If you don't, it won't cap anything.

For shooting, provide all the modifiers and rcl (and optionally number of shots)
and you get the number of hits the target needs to defend against.

*Example:* Gun Bunny is emptying 20 bullets out of a gun with RoF 20 with her Guns! skill of 17,
bonuses are +4 for acc, +4 for high RoF, and -5 for range, and this gun has a Rcl of 2. She'd use

```
How about a nice order of BLAM? [**rof(17,+4+4-5,2,20)**]

```

If she rolls a 10, she gets a success by 10, for 6 hits.

For dodging, provide all the modifiers, Rcl is always 1, and you get the number
of hits you \*successfully defended against\*.

The feral vampire that Gun Bunny is shooting at has a dodge of 15 and flings
himself to the floor for +3. He'd use

```
Yikes! I fling myself to the ground! [**rof(15,+3,1,6)**]

```

If he rolls a 6 he critically succeeds, by 12, which is capped to 6 hits instead of 13 because
that's all he needed to dodge against.

If you want to specify a cap, you have to specify Rcl.

There are no shorter forms of this, it's already quite short.