Warhammer Character Sheet Templates

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Apr 30, 2025 1:01 pm
Just wondering if anyone has produced a Character Sheet for WFRP, preferably 1e compatible.

I'm just making a start on the set-up for a WFRP Homebrew game and so thought I'd see of anyone has anything Ican adapt.

NVM

I've just discovered the thread containing all the Custom Character sheets, including a Warhammer 1e sheet by Qralloq. So, O've just got to work out how to create a custom sheet for myown game now.
Last edited April 30, 2025 1:21 pm
May 2, 2025 2:31 am
Also be aware there are two kinds of sheets -- the original / older templates that had to be programmed by Keleth, the site's owen and dev... and the newer style where a bunch of lightweight tagging / scripting tools allow anyone to create their own reusable sheets -- those are the ones in that library.
May 2, 2025 3:26 am
Didz says:

I've just discovered the thread containing all the Custom Character sheets, including a Warhammer 1e sheet by Qralloq. So, O've just got to work out how to create a custom sheet for myown game now.
I think I've made a video or two about making those.

Here's the last one:

May 2, 2025 10:14 am
Qralloq says:
Didz says:

I've just discovered the thread containing all the Custom Character sheets, including a Warhammer 1e sheet by Qralloq. So, O've just got to work out how to create a custom sheet for myown game now.
I think I've made a video or two about making those.

Here's the last one:

Cool! I'll take a look.

I did copy one of your custom sheets from the Public Repository of Custom Games Sheets, but I don't think it was finished.

The biggest issue I'm having at the moment is that WFRP 1e Character Sheets tend to be quite variable in their content. So, for instance, I've just had a long discussion about how to handle lists of Siblings when you don't know how many there are going to be.

The same applies to many other character elements such as Skills, Trappings and Reputation. Most other game systems seem to have these in fixed numbers and so the sheet doesn't have to be flexible.

This is as far as I've got so far, and I think I've solved the Sibling issue. I'm just not sure if the same solution willcope with Skills, and Reputation which needs a bit more structure.
https://i.imgur.com/uLqHOL5.png
I remember having the same problem on Roll20 where I never did manage toi create a workable sheet.
Last edited May 2, 2025 10:35 am
May 2, 2025 1:45 pm
Honestly, for complex sheets, remember that they can always be edited. They're not frozen in state when you enter a game. If you need an extra sibling during character creation mid-game, edit the sheet and add an extra line. If you're character suddenly gains the ability to cast spells, add an extra note section at that time.

This flexibility is necessary for more complicated games. The WFRP example was my attempt to keep track of my Elven hypnotist for a long running game, but I don't profess that it would work unaltered for everyone.

In fact, in some games, the character sheet is just an uneditable screenshot of a pregen.
May 3, 2025 7:13 am
Qralloq says:
Honestly, for complex sheets, remember that they can always be edited.
Can the player do this, or would it need the intervention of the GM?

For example: If a player is adding the latest haul of loot into his character's backpack and runs out of space on the sheet, can he simply add more rows to the container?

If so, that would solve the problem.

Though perhaps creates others. I was always nervous when players were editing their character sheets on Tavern Keeper that they were going to click the wrong button and erase the sheet or something.
Last edited May 3, 2025 7:15 am
May 3, 2025 9:08 am
On GP the players are responsible for their own sheets, they will have make them, you can't create a sheet and hand it to the player as was popular on other platforms.

Both the GM and the player can edit the sheet. If you are worried about the players breaking their sheets you can make a backup by simple copy/paste, they are just text.
May 3, 2025 11:00 am
Yay! More Warhammer! I have two 1e campaigns running with many players using Qralloq’s sheet
May 3, 2025 10:34 pm
vagueGM says:
On GP the players are responsible for their own sheets, they will have make them, you can't create a sheet and hand it to the player as was popular on other platforms.

Both the GM and the player can edit the sheet. If you are worried about the players breaking their sheets you can make a backup by simple copy/paste, they are just text.
I'm not sure I understand, and probably need some sort of overview that explains the role of a GM running a game using GamersPlane.

My past experience as a GM with over thirty years under my belt is that Character Sheets are either provided by the Game System chosen by the GM, or if the GM is running a Homebrew game, then they are created by the GM to suit the rules and setting.

So, for example the standard Character Sheet for WFRP 1e is as shown below.
https://i.imgur.com/47UsMFk.png
However, I use a hybrid system for my games of my own design called 'WFRP Fragile Alliances'.

This uses the 1e setting but includes many aspects of 2e, 3e and 4e that I consider worthy of inclusion. Therefore, the 'WFRP Fragile Alliances Character Sheet' includes variations that cover these personal preferences and so I need to create a Custom Character Sheet that covers everything that needs to be recorded for characters in my game.

However, I don't expect my players to create their own custom character sheets. I normally produce a master sheet and then provide it as a template (a form) for my players, which they fill in as appropriate for their specific character. So, the issue I'm trying to resolve is 'How to create a Master Character Sheet suitable for my game that is flexible enough for my players to use as a template for their specific character.

I've watched Qralloq's video tutorial on 'Custom Character Sheets', and he appears to suggest that as GM I can create custom character sheet templates. At 10:49 Qralloq actually explains how to share a Character Sheet Template (presumably with a player), but what is confusing is that by this point, he has already begun to fill in the character details on the sheet for 'Bobbat the Wizard'. So, it's not quite clear how this is a template that can be filled in by a player. What the video seems to show is the sharing of character sheet which has already been filled in.
https://i.imgur.com/pWjfLCL.png
It's not quite clear in the video how the player then uses this template to record the details of their own character rather than 'Bobbat'.

I've watched the end of this video several times and it's very confusing. Qralloq actually edits the Master Character Sheet to change the Character Name to an input field, so that the player can overwrite Bobbat's name, rather than expecting the player to edit the master character sheet to change the name explicitly in the template. But it's not clear if thats something that can only be done after the sheet is shared or whether it has to be done by the GM or the player.

What I was hoping to do is create a Master Character Sheet for my game with the required input fields so that my players can just fill it with their own character details. But where I'm having issues is in trying to accommodate input fields with a variable number of entries such as Sibling, Skills , Inventory and Reputation, where the number of entries varies from character to character and can increase during play.

It's hard to work out how Gamersplane handles this process, and it would be good to see a tutorial that just explains how it works in practice, in a real game.
Last edited May 3, 2025 10:49 pm
May 3, 2025 10:40 pm
Anyone who clicks the "Create character" button on a template will get a copy of that template in their character library. Check the forums here to see pre-made templates. Any of them with the red spoiler box will have this feature.
May 3, 2025 10:42 pm
So you are correct in that you, as a GM, can provide a template. In many cases you should. For the sake of this, let's assume you create a character sheet for your players and share it in the game. You wrap it up with the [char sheet] tags. When the click Create a Character, it creates a new sheet in their personal character sheet library.

When they—the player—wants to use a character in a game, they submit the sheet for that character to the game. You—the GM—accept the sheet into the game. From that point on, both you and the player can edit the sheet. Prior to that, only the player can edit the sheet.

There are lots of cool things we can do in the sheets, from editable fields to auto-calculating formulas, to creating buttons that auto-populate rolls in the game!
Does this help? We're all more than happy to help you better understand the sheets here, we get that it's a different system than TK was.
May 3, 2025 10:54 pm
nezzeraj says:
Anyone who clicks the "Create character" button on a template will get a copy of that template in their character library. Check the forums here to see pre-made templates. Any of them with the red spoiler box will have this feature.
I've been through just about all of those looking for examples of character sheets with variable-length input fields. But most seem to rely on fixed-length entries.

It would be useful to see a video that shows how one of these Custom Sheets is actually filled in by the player and used during play, as it obviously makes a difference when draft the custom sheet.
cowleyc says:
You wrap it up with the [char sheet] tags. When the click Create a Character, it creates a new sheet in their personal character sheet library.
What I'm finding confusing is what happens next. If the sheet has already been filling in with character details before it is shared then how does the player edit it to fit their character. e.g. How does the player change it from being Bobbat the Wizard to whoever their character is. Do they have to edit the sheet and get involved in altering all the BBcode etc?

Or can I provide them with input fields that they just need to fill in.
Quote:
When they—the player—wants to use a character in a game, they submit the sheet for that character to the game. You—the GM—accept the sheet into the game. From that point on, both you and the player can edit the sheet. Prior to that, only the player can edit the sheet.
So I share my Custom Character Sheet with a player on the forums?
The player takes it away somewhere and edits it to reflect their character?
Then presents me with the edited sheet and asks to join my game?
If I agree I can then edit the players character sheet again to correct anything they got wrong?

This is what I'm finding confusing.

What I'm used to is providing player with a Character Sheet Template when they create their character and letting them fill it in, rather than create it from scratch. So, it's more like a form where the player fills in boxes and tables.

On Tavern Keeper we just had a master sheet that was copied into the STATS tab of every character and could then be filled in by the player.
Last edited May 3, 2025 11:10 pm
May 3, 2025 11:02 pm
I don't exactly know what you mean by "variable-length input fields". The sheets are editable to add however many fields are required. They are made with html so spontaneous variability is not really possible.
May 3, 2025 11:27 pm
nezzeraj says:
I don't exactly know what you mean by "variable-length input fields". The sheets are editable to add however many fields are required. They are made with html so spontaneous variability is not really possible.
Unfortunately, that is the problem.

Because you are saying its possible.
Other people are telling me it's NOT possible.
I'm looking through the Custom Sheet Repository looking for examples and I'm unable to find any.
https://i.imgur.com/bnABAfb.png
I've also read the Adams 'Guide to Gamers' Plane BBCode' from top to bottom looking for an explanation of how to create a variable length field and haven't found it mentioned.

So, I'm actually very confused, and I'm not sure if I'm wasting my time trying to make it work, as most of the Custom Sheets in the Repository seem to be fudging a solution as shown above.

I could create twenty or thirty dummy Skills on the master sheet that the player can edit for their character. But if possible I'd rather allow the player to create a list of skills that is no longer than it needs to be.
May 3, 2025 11:37 pm
It looks like you're using the [abilities] tag! That means that in the text box for that grouping (Spells, Edges, Hindrances being the examples), you can add new entries by giving them a name that starts with #. The next line will be the notes to add

#Brother Jimbo
He's the older brother
#Brother Himbo
He's the hot brother
#Brother Limbo
We don't know where he went.

When you open the character sheet, you'll have a quill icon to allow you to edit that grouping without going into the full sheet code. This means they can easily edit the group to add more lines.
May 4, 2025 12:10 am
Characters can edit just as much as the GM. In edit mode players can add as many lines as they like. If you're talking about tables, any new line on a table creates a new row, while every pipe | creates a new column.
Last edited May 4, 2025 12:12 am
May 4, 2025 12:15 am
I would highly recommend making a test game and trying it there. I'm sure someone will be more than happy to help troubleshoot your needs!
May 4, 2025 6:15 am
What, exactly, are you trying to do? I don't think most of us know what you mean by 'variable input length' fields. I presume you're not talking about a character or word limit.

In terms of the workflow...

A) Someone (a player, the GM, some *other* user) creates a template sheet for a game. If they put the right tags in
B) Anyone, including a player in a game with custom character sheets, can instantiate a character sheet based on any custom template.
C) The player fills in the sheet (which might be using form-fillable fields and other interactive features, or by simply editing the sheet and filling it out in the editor, html style.
D) The player submits the character to the game and
E) The GM accepts it.
F) From there, both the GM and the player have access to the sheet and can keep it up to date. I personally think it's bad form for the GM to be monkeying on a PC sheet, and always ask if I can tweak something before I do.

That help? Agree with cowleyc -- easiest to see this in action by playing / experimenting.
May 4, 2025 7:40 am
I think the problem you are having is that you're trying to make a template with the tag input fields covering all possible information, but this isn't going to be possible for your system in a way you want - there are no variable length input fields for custom sheets (specifically *tag* input fields, like this one). Most sheets where it is needed just let players edit their own lists as they want without the use of extra tags.

Note that players can edit their own sheets to the same degree as you can - they can add tags, tables, lists, etc. Even if the sheet is based on a template you provided, the moment an individual sheet is made it no longer depends on said template and can be changed without affecting the template. I, for example, often alter provided templates because I like tiny text. Same with the lists of skills/abilities - the players can just add them like they wish.

For example, here is my Mechatron character: link. If I'll ever need to add a new module to his list of modules, I'll use the quill button next to the Modules header and edit it in. (You can also see that I barely use text fields at all, since I prefer to edit information in directly; personal preference, haha.)

If you'd like, I can invite you to one of my games where I test random technical stuff so you can experiment from the player perspective. :D
Last edited May 4, 2025 7:46 am
May 4, 2025 8:33 am
cowleyc says:
It looks like you're using the [abilities] tag! That means that in the text box for that grouping (Spells, Edges, Hindrances being the examples), you can add new entries by giving them a name that starts with #.
Yes! I think it was Adam who suggested using the Abilities code, and it does produce a text box that allows the creation of a multi-line list.

Siblings

Hugh
Pugh
Barney
Magrew
Cuthbert
Dibble
Grubb

But essentially, this is just an expanding text box and has no structure to it. So, I want to try and confirm that I can replace the multi-line text with individual entries in a list. Perhaps with some sort of simple structure to each entry.

e.g. Name. Relationship, Age?

So the list would become more like a table, but with the player able to add lines to it as needed. This is how we dealt with it on the Tavern Keeper Character Sheets. There was a standard Table Function 'Add Line Above' or 'Add Line Below' that simply added another line to an existing table on the sheet.
Quote:
The next line will be the notes to add

#Brother Jimbo
He's the older brother
#Brother Himbo
He's the hot brother
#Brother Limbo
We don't know where he went.

If players can create another entry in an Abilities list simply by providing it with a # tag and a label then that might allow me to define a list with a variable number of entries. I just need to find out if it works as I've not been able to find a worked example or video of anyone doing it.
Quote:
When you open the character sheet, you'll have a quill icon to allow you to edit that grouping without going into the full sheet code. This means they can easily edit the group to add more lines.
This is something I'll have to test as I need to see it working before I commit a lot of time and effort to defining all these fields. So far, none of the customer sheets I've seen are using this approach, so I haven't been able to see it working or copy the code for my own sheet.
Harrigan says:
What, exactly, are you trying to do? I don't think most of us know what you mean by 'variable input length' fields. I presume you're not talking about a character or word limit.
The simplest way to explain it is with the Siblings example, as this is probably the least complicated example.

Many characters in my game have families. Mother, Father, Partner and Siblings. Mother, Father and Partner will normally be single entries so a simple input field on the Character Sheet will suffice, as shown on my template.

However, the issue arises with Siblings, as there is no telling how many a character might have. They may be an only child and so have none, or they may be a halfling and so have a whole list of siblings like 'Moli Brandysnap', the halfling in my game.

So, I need to provide an input field on my character template that allows the player to create a variable number of entries for siblings. Like a list. Adam suggested using the Abilities Tag which I've tried and it does produce a text box that allows me to type multiple lines of text and, so produce a manual list as shown above.

That is probably good enough for recording Siblings, but for things like Skills, Inventory and Reputation, I would ideally want to create some structure to each entry on the list. So it really needs to be more like an expanding table than simply a block of free-text.

e.g. Skill entries would need a name, description, modifier and possibly, if I was feeling really clever, a roll button for using the skill during play. Inventory entries would need at least an Encumbrance value and possibly a storage location, if we can't use the container system. Likewise, Reputation entries would need a named individual or faction, a description of the relationship, a current reputation score, and a note of the modifier for social tests.

So, ideally I would want to provide my players with a Table Template which contains input fields for each entry but where the player can add additional entries as and when necessary. Just like you could in Tavern Keeper with the 'Add Row Above' or 'Add Row Below' function on their character sheets.
Last edited May 4, 2025 3:33 pm
May 4, 2025 8:42 am
nezzeraj says:
Characters can edit just as much as the GM. In edit mode players can add as many lines as they like. If you're talking about tables, any new line on a table creates a new row, while every pipe | creates a new column.
This is one of the things that's confusing me.

I'm trying to produce a Custom Character Sheet Template, a form, which I can share with a player who will then fill it in with the details of their character. But there seems to be a blurred division of responsibilities in the way these sheets are described, that suggests that the player needs to edit the template to change it as needed. So, in effect, there is no point creating a form I might as well just tell my players to create their own character sheet.

e.g. If the solution to every problem is 'Change the Template' and edit the form, then why bother with it in the first place?

I'm not sure if that's just me misunderstanding the process, but I've tried finding a tutorial that walks through character creation and haven't found one yet.
cowleyc says:
I would highly recommend making a test game and trying it there. I'm sure someone will be more than happy to help troubleshoot your needs!
That's basically what I'm doing. Or at least trying to do.
I've started creating a Customcharacter Sheet for my game and I'm trying to test it in a test game. But so, far I'm stuck at the first varible length input field 'Siblings' Which needs to list a variable number of the characters siblings, and I'm aware that unless I can solve that issue then I won;t be able to provide variable length input fields for Skills, Reputation and Inventry either. So, i really need to understand if it possible to do it and if so how.
Last edited May 4, 2025 8:49 am
May 4, 2025 8:55 am
My go to solution for this would be to provide an amount of fields that you think will suffice for now. Say 5-10 for each category. Then tell your players that if they run out to let you know.
You can then go into their sheet and add 5 more fields. I'm assuming this is not something that will come up very often, but only when character advancements are made. (Except for the family fields maybe)

For the structure you can use a table with fillable fields in it. Then you just add another couple of rows when needed.

What you're looking for exactly the way you describe it is too complex to work in these custom sheets, I'm afraid.

In summary; It is not possible, but I think there are workable solutions that are not too cumbersome.
Last edited May 4, 2025 8:56 am
May 4, 2025 9:21 am
FlyingSucculent says:
I think the problem you are having is that you're trying to make a template with the tag input fields covering all possible information, but this isn't going to be possible for your system in a way you want - there are no variable length input fields for custom sheets (specifically *tag* input fields, like this one). Most sheets where it is needed just let players edit their own lists as they want without the use of extra tags.
This is what is confusing me.

Because several people have already told me that 'this is not possible using Gamers Plane.

Which is fair enough, it just means that I need to look elsewhere for a solution.

But at the same time, an almost equal number of people seem to be telling me it's easy to do.

So, I'm left confused, not sure if it's impossible or easy. And if it's easy then how do I do it?

At the moment, I can't find any other Customer Character Sheet with multiple entry input fields. Most seem to have a fixed number of dummy entries e.g. Item 1, Item 2, Item 3, Item 4 etc. Giving the player a limited number of entries that they can edit.

So, that seems to support your assertion that it's impossible for Gamersplane BBcode to produce a variable-length input field.
But other people still claim its possible so I'm just trying to fathom out who is right and whether I can actually make it work.
May 4, 2025 9:27 am
Just to make sure we are not talking past each other, you are clicking on the pencil in the top right of the character sheet and are looking at the raw html right?
Last edited May 4, 2025 9:31 am
May 4, 2025 9:55 am
Didz says:
So, that seems to support your assertion that it's impossible for Gamersplane BBcode to produce a variable-length input field.
But other people still claim its possible so I'm just trying to fathom out who is right and whether I can actually make it work.
I think it's the case of people trying to offer you an alternate solution more than saying it is possible exactly as you want. Because you really can't do it exactly - there are no tags which support "Add new element" buttons like you described. (Some of the old system-specific sheets have that, but these sheets are very old and partially non-functional; maybe someday custom sheets will have it too.)

It is considered pretty usual here to let players edit their sheets manually, which is why most folks advise you to make it an Abilities block or a table instead. It's pretty easy to add into it with the method cowleyc described, and most players usually don't mind doing some editing.
Didz says:
So, in effect, there is no point creating a form I might as well just tell my players to create their own character sheet.

e.g. If the solution to every problem is 'Change the Template' and edit the form, then why bother with it in the first place?
That is true, you can just let players make their own sheet (or pick a template they like from the public repository). Plenty of GMs do that here, actually - although many also like making optional templates for their games.
The templates exist mostly for convenience, really. Not everyone likes coding their own sheets or figuring out how tags works, and sometimes GMs prefer uniformity across all character sheets. Plus it saves time to not build a sheet from scratch, even if you do alter the template significantly.

I think your sibling list would look best and work most conveniently with cowleyc's method. At least if I were a player, I'll probably prefer that! :D
May 4, 2025 10:12 am
Also, for a visual example, here is how adding into an Abilities block would look:
[ +- ] Screenshots
May 5, 2025 7:18 am
FlyingSucculent says:
Also, for a visual example, here is how adding into an Abilities block would look:
Thanks for those examples.

I did do a bit more testing yesterday, focused on using the Abilities Tag. Nut didn't make much progress.

I was hoping that the # code would replicate the entry above it in the list. But that doesn't seem to be the case. All it does is start a new entry from scratch with a different heading. So, when I added some structure to the first entry it was replicated when I created the next one. Which means the players would need to code every entry in the list independantly.
https://i.imgur.com/nKB2gAH.png
I notice in several of your examples, you have simply added the text data into the ability entry header itself e.g. for the Appearance ability entry. I experimented with that, but it seemed a bit pointless to use the # tag code if one is going to type everything in the header anyway.
https://i.imgur.com/Sus947C.png
I was hoping one could put some structure into the drop-down section that would be replicated in each subsequent entry. Like adding a row to a spreadsheet or a line to a table. But it doesn't work like that apparently.

I was intrigued by the fact that you had an input field in the header of the Module entry, but again I tested this and it doesn't replicate for subsequent # tag entries. Though the player may be able to copy and paste the entire entry to create another line. I tried this is the Preview function but for some reason couldn;t create another entry in that box at all.
https://i.imgur.com/hOYc8MP.png
Last edited May 5, 2025 7:51 am
May 5, 2025 7:34 am
Yeah, unfortunately there is no replication of elements like this. But considering that it's a list of family members, players probably won't need to add more mid-game, and at the start it's easy to just copy-paste a template entry. Something like
# Sibling name
Relationship - Profession - Age

and the player can just duplicate that as many times as needed by good old Ctrl-C Ctrl-V.

As for the #, I personally use it to be able to collapse ability text so the sheet is more compact. It's helpful for abilities/items with very long descriptions. (Or for rule reminders.)
...Although I prefer spoiler tag to #, it supports more formatting options inside itself.

Edit: in your example it probably doesn't matter, but consider if players wrote long descriptions for the siblings! Like:
# Hyacinth
Sister - Academic - 23
Hyacinth is a scholar-in-training in a college of literature. She is sweet and caring and keeps in contact with all of her family. Recently she ran into some trouble with a rival academic from a different branch. Insert some more text.

Here a collapsible element can be handy!
Last edited May 5, 2025 7:39 am
May 5, 2025 7:55 am
Quote:
Yeah, unfortunately there is no replication of elements like this. But considering that it's a list of family members, players probably won't need to add more mid-game, and at the start it's easy to just copy-paste a template entry.
As explained, I'm simply using the Sibling List as a simple test for how I might later solve the more complicated lists like Skills and Relationships and inventory that have a similar issue and are far more complicated and dynamic.

My logic being that if I can't make a Sibling list work, then there is no way I'll manage to sort out the others.
Quote:
As for the #, I personally use it to be able to collapse ability text so the sheet is more compact. It's helpful for abilities/items with very long descriptions. (Or for rule reminders.)
Yes! I figured it might be useful for Skills where you want to name the skill in the header but then write a longer description of what it does in the drop down section.
Last edited May 5, 2025 7:57 am
May 5, 2025 8:17 am
One other thing I've noticed as I've been experimenting is that clicking the Quill Button on an Abilities list seems to wipe everything thats already in the list and just produces a blank input box.

I noticed this when I was testing the last idea with the structured header for Hyacynth that had input fields for her Career, Relationship and Age. I was trying to determine whether that player could edit the Abilities list and simply copy and paste the entire of Hyacynth's entry into duplicate entries for Poppy and Matigold. But for some reason, when I clicked on the Quill Hyacynth entry completely disappeared. I tried saving the sheet before going to 'Preview', but it still did it.

Hopefully its just a glitch with the 'Preview' option.

It would be a disaster if a player tried to edut their characters list of Skills and completely deleted everything.
May 5, 2025 8:30 am
I do see your issue where it comes to skills, especially if you're planning to use any math tags with them. I guess it really depends on how comfortable your players are with editing BBcode? I do think most people will be fine with just copy-pasting from example. (Unless the system has very complicated math; I'm not familiar.)

Preview version doesn't save stuff edited into it, so it probably was the preview thing.
May 5, 2025 10:52 am
If thats the case then my idea of putting the input fields in the Abilities Header and then getting my players to copy and paste the code from one header to the next ought to work.
https://i.imgur.com/0SjyDuV.png
Clicking on the quill shows the player.

#Name: [_= Enter name] Career: [_= Enter Career], Relation: [_= Enter Enter relationship], Age: [_= Enter Age]


So, if the player can just copy and paste that same code into the next line, then they should be able to replicate the editable header.
That then opens up other solution for Skills and Reputation etc. using copy and paste from one linetothe next.
Quote:
I do think most people will be fine with just copy-pasting from example. (Unless the system has very complicated math; I'm not familiar.)
Yes! Most of my players are probably more Tech-Savvy than I am. I was just concerned that I wouldn't have to get them to create their own character sheet instead of giving them a structured form to fill in.

BTW: How do you make the Abilities Tag wider?

I notice you have one for Appearance that stretches right across the sheet. I can probably find out by checking one of the repository sheets but just curious.
Last edited May 5, 2025 10:54 am
May 5, 2025 11:45 am
Didz says:
... BTW: How do you make the Abilities Tag wider?

I notice you have one for Appearance that stretches right across the sheet. I can probably find out by checking one of the repository sheets but just curious.
The [ 3column] tag makes it display 3 columns, next to each other. If you want them a little wider, use [ 2column] (or just leave out one of the [ col][ /col] blocks which makes 3 columns into 2), or don't use columns at all.
May 5, 2025 1:20 pm
You can probably also go for a table. Something like:
NameCareerRelationAge
HyacinthAcademicSister23
PoppyEntertainerSister18

The players will only need to add a new line in "[name]|[career]|[relation]|[age]" format inside the table tag. Might be a bit faster? Although your method probably will work fine too.
Didz says:
BTW: How do you make the Abilities Tag wider?
What vagueGM said, it's the 2column and 3column tags (or rather, their absence). By default, with no such tags, the header stretches across the whole page. With them, it becomes smaller to fit the other columns.
They can get a bit wonky on mobile, but I like using them for stat blocks and such. :D

Here is how they all look in comparison (with abilities tags included):

No column tag

Text

2 column tag - column 1

Text

2 column tag - column 2

Text

3 column tag - column 1

Text

3 column tag - column 2

Text

3 column tag - column 3

Text
[ +- ] Code
Last edited May 5, 2025 1:26 pm
May 5, 2025 1:56 pm
Quote:
I noticed this when I was testing the last idea with the structured header for Hyacynth that had input fields for her Career, Relationship and Age. I was trying to determine whether that player could edit the Abilities list and simply copy and paste the entire of Hyacynth's entry into duplicate entries for Poppy and Matigold. But for some reason, when I clicked on the Quill Hyacynth entry completely disappeared. I tried saving the sheet before going to 'Preview', but it still did it.
Two notes here.

The first is that you should never edit in the Preview mode of a character sheet. It doesn't save anything. There are effectively three modes for a sheet.
Complete: This is the view where everything looks complete, and gives you the option for the pencil in the upper corner to edit. You can make changes here (editing Abilities or filling in editable lines) that are automatically saved. This is a good mode.
Editing: This is the view where you have all the BBC code laid out in front of you. Any changes you make have to be saved, at the bottom. This is a good mode.
Preview: This is the view where you can see the changes you're making in Editing mode. No changes you make in Preview will be saved. It is only for viewing. This is a bad mode.

Second, that absolutely sounds like either a bug or that your editable info is after the closing abilities tag. If you see this again, go an confirm that all of your information is in between the tags. Line breaks are absolutely ok here. It's common to stumble on sheet examples (especially earlier ones) where the abilities tag was used only as a header, and thus did not include the below data into the tags.
[abilities=Siblings] ___ [/abilities]

or

[abilities=Siblings]
___
[/abilities]
May 5, 2025 8:26 pm
What's determines the difference between Complete and Editing?
How do I mark a character sheet as complete?
And is a Character Sheet locked for further editing once its complete?
Last edited May 5, 2025 8:33 pm
May 5, 2025 8:36 pm
FlyingSucculent says:
You can probably also go for a table. Something like:
NameCareerRelationAge
HyacinthAcademicSister23
PoppyEntertainerSister18

The players will only need to add a new line in "[name]|[career]|[relation]|[age]" format inside the table tag. Might be a bit faster? Although your method probably will work fine too.
That might be a neater solution especially if I can put it inside a spoiler or some sort of drop box so it doesn't use a lot of space on the sheet.
May 5, 2025 10:47 pm
Didz says:
What's determines the difference between Complete and Editing?
How do I mark a character sheet as complete?
And is a Character Sheet locked for further editing once its complete?
https://i.imgur.com/eOn1ZGy.png
This is what I call Complete. You can tell because it doesn't offer a save button, but it does have the editing pencil in the upper right corner. It's not locked here. Anything editable (usually
[_=]
fields) can still be edited, and the changes will be automatically saved. You can also edit Ability tags by clicking the quill icon.

https://i.imgur.com/x563xA1.png
https://i.imgur.com/2oFVhIk.png
This is what I call Editing. For obvious reasons. Whether you're in Editing or Preview, Save will save the progress. Save and Exit will save the progress and bring you back to the Complete view.

I'm not saying that the sheet is complete, but rather that it's a complete view of the sheet.
You had asked about editing with the quill in the Complete view. This is what it looks like! The player or GM can just edit the lists on a whim.
https://i.imgur.com/4uSTwhy.png
Last edited May 5, 2025 10:49 pm
May 6, 2025 9:09 am
Didz says:
What's determines the difference between Complete and Editing?
How do I mark a character sheet as complete?
And is a Character Sheet locked for further editing once its complete?
I feel like this needs further clarification. There isn't a mechanical way to mark a sheet as complete - what cowleyc is taking about are differences between editing mode and a saved sheet. You can edit your sheets as much as you want whenever. Just avoid messing with them in preview mode, that usually doesn't work well.

Also, I don't know if you've seen it, but there is a guide for the site's BBcode - you might find handy ideas for your sheet there while looking at tags. :D
May 6, 2025 9:16 am
FlyingSucculent says:

Also, I don't know if you've seen it, but there is a guide for the site's BBcode - you might find handy ideas for your sheet there while looking at tags. :D
I've read through Adams guide from top to bottom umteen times. In fact, I usually have it open in another window for reference when I'm working on my sheet. It's very good, but lacks the explanation of how to use the BBcode to produce a functional sheet. So, I've been trying to find Custom Sheets in the Repository that show sheets that do more or less what I want to do with mine and then plagiarising their BBcode.

I just couldn't find one that had a variable-length list function. Which is basically what triggerred my initial question.
May 6, 2025 9:27 am
Yeah, I wish we had variable length inputs too. Maybe someday! One of the only old system-specific sheets I still use is 13th Age, and it has the bespoken "Add new feat/ability/power" buttons for its lists. XD I'd advocate for custom sheets to have the same too, but I imagine it'll be a bit of a pain to code.

PS: want a dummy player for your test game? :P I love being a test subject.
Last edited May 6, 2025 9:30 am
May 6, 2025 9:50 am
I haven't decided whether to adopt GP as my hosting site yet. I wanted to make sure it had all the features I needed to run a successful game before making the call. But if I do, I already have six players waiting in the wings to help me test the Session functionality. I just need to be sure I can reproduce their character sheets using the Custom Sheet functionality.

I think if I can get this variable-length list functionality working, then it shouldn't be a problem. In fact, some of the more clever features provided here could improve the character sheet function in the game. Although I think the lack of a Character Journal might prove awkward.

My players used to make a lot of use of their journals for recording clues and names of important NPCs they had met, and many of them have personal objectives that rely on completing Character Journal entries. But if the worst comes to the worst, I might be able to deal with it as an external function.
May 6, 2025 9:57 am
In games I've been in, a number had a separate forum thread specifically for player-made notes - you can do something similar! Admittedly I rarely see it used, but it's the thought that counts. Some people also add a notes section on their character sheet, which is probably closer to a journal.
May 6, 2025 10:01 am
Didz says:
My players used to make a lot of use of their journals for recording clues and names of important NPCs they had met, and many of them have personal objectives that rely on completing Character Journal entries. But if the worst comes to the worst, I might be able to deal with it as an external function.
You could consider making each player a private (or public) forum thread inside your game. They can journal there to their heart's content with the added bonus of having the forum search feature.
[ +- ] Forum search
If you make just 1 thread it can be a collaborative journal, possibly with personal entries.

They'd be able to format things how they want and copy/paste screenshots if needed.

On top of that, you (as the GM) would be able to tell when someone makes a new journal entry in case that's interesting to you.

Personally I try to stay away from putting all my info (that's not stat related) in a character sheet. It makes the sheet feel very chaotic to me after a while.
May 6, 2025 10:02 am
FlyingSucculent says:
In games I've been in, a number had a separate forum thread specifically for player-made notes - you can do something similar!
Beat me to it! :D
May 6, 2025 5:03 pm
FlyingSucculent says:
In games I've been in, a number had a separate forum thread specifically for player-made notes - you can do something similar! Admittedly I rarely see it used, but it's the thought that counts. Some people also add a notes section on their character sheet, which is probably closer to a journal.
The Character Sheets on Tavern Keeper were divided into four Tabs.

1. Biography: Which included Background, Appearance and Personality.
2. Stats: Which was where you recorded you characters profile, Skills, Trappings and inventory
3. Journal: Where the player could create Journal Entries to record various pieces of information such as Objective, Clues, NPCs etc.
4. Notes: A page for recording notes divided into Player Notes and GM Notes. The GM Notes being private and not visible to the player.

Each Journal Entry had a heading and a body of free text. Some player used these to create Milo Diagrams for their investigations or research.

I'm sure there is way of replicating this functionality somehow on GP, it's just a case of deciding on the best solution.

I don't think one can create 'Tabs' in a Custom Character Sheet, but perhaps something like an Abilities Tag, which naturally provides headings for each Journal Entry, might work.
Last edited May 10, 2025 9:20 am
May 10, 2025 3:40 am
Correct, no tabs in a GP character sheet, but plenty of different ways to organize and separate the content with headers, ability tags, horizontal lines, spoiler tags, tables, columns, etc.

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