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cobaltvector
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Dungeonkeeper
7/1/2010 10:09:57 PM
PostID: 362509
Much of the following may seem pretty obvious to those familiar with Web Page design, but I'm going to be fairly comprehensive anyways for those without a clue on how it's done.

I've learned quite a few things through trial and error on how to use a WYSIWYG html composer to produce better looking character sheets (among other things). I use SeaMonkey's composer. Seamonkey features a Web-browser, advanced e-mail, a newsgroup and feed client, IRC chat, and HTML editing. If you prefer not to use this product, it's more that likely that other composers like, KompoZer, have a similar format. Both SeaMonkey and KompoZer are free, downloadable products, as are many other WYSIWYG composers.

First of all, you're going to have to have both the composer and your web browser up (another reason to use Seamonkey for this).

Secondly, and most importantly, you have to go into the composer's preferences and change the settings so that it does not use CSS styles. (It took me a while to realize that I needed to do this.) For some reason RPM has some issues with CSS, especially if you use a lot of it. It is better to save yourself the headache and not use it.

In most cases using a html composer should be fairly intuitive; if it's not download a different one. SeaMonkey's layout is much like Microsoft Word, so accessing the basic features should be familiar to any novice.

Any Composer should have at least two ways to view the page. The first will be the "Normal View" this will operate much like Microsoft Office and you will be able to format the page in a similar method. The second view will show the actual html code.

Okay, if the above seems kind of complicated don't worry it really isn't. Here how it's done:

Step 1:
After setting the preference so that the composer will not use CSS, go into normal view. From there start formatting the page as you would in any Word Processing Program, it should be fairly similar.

Step 2:
When you have the page completed go into your HTML code view. For SeaMonkey there is a tab for it at the bottom. From there copy everything between <body> and </body> and simply paste it into your post.

Step 3. At the beginning of the post add <noformat /> and submit the post.

Step 4: In the composer, save your final character/post. That way it will be easy to edit later.


Example follows:

-- Nothing easy is ever simple.
  This post last edited on 7/1/2010 10:14:03 PM   Like this post
cobaltvector
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Dungeonkeeper
7/1/2010 10:10:32 PM
PostID: 362510
Race: Whisper Gnome
Class: Archivist 2
Alignment: N

Age: 70
Gender: Male
Height: 3' 7"
Weight: 36 lbs.
Eyes: Gray
Hair: Black
Skin: Light Gray

Hitpoints:   13    {8+d6(3)+2}

Stat
Val
Mod


Str:
10
+0


Dex:
16
+3


Con:
14
+2


Int:
18
+4


Wis:
16
+3


Cha:
6
-2



Saves
Total
=
Base
+
Stat
+
Magic
+
Other
Fort:
4
=
2
+
2
+



Ref:
3
=
0
+
3
+



Will:
2
=
2
+
3
+

-
3


Total
=
10
Armor
+
Shield
+
Dex
+
Size
+
NAC
+
Deflect
AC
20
=
10
4
+
2
+
3
+
1





BaB:   +1

Weapon
Attack
Damage
Crit
Range
Club
+2
1d4
x2

Thrown Club
+5
1d4
x2
10
Dart
+5
1d3
x2
20

Skills
Total
=
Ranks
+
Stat
+
Bonus
+
Magic
-
Penalties
Spellcraft
11
=
5
+
4
+
2




Decipher Script
11
=
5
+
4
+
2




Knowledge Arcana
10
=
5
+
4
+
1




Knowledge Religion
12
=
5
+
4
+
3




Knowledge Dungeoneering
10
=
5
+
4
+
1




Knowledge Planes
10
=
5
+
4
+
1




Concentration
7(11)
=
5
+
2






Heal
8
=
5
+
3






Spot
0
=
0
+
3
+
2


-
5
Listen
0
=
0
+
3
+
2


-
5
Hide
11
=
0
+
3
+
8




Move Silently
7
=
0
+
3
+
4





Languages:
Common, Gnomish, Dracpnic, Dwarven, Giant, Terran

Feats:

Combat Casting
Flaw {Inattentive} (UA) -4 spot/-4 listen
Flaw {Weak Will} (UA) -3 Will save
(f) Spontaneous Healer (Complete Divine): Up to your Wis mod times per day, you may convert spells into Cure Wound spells of equal or lower level (as a Cleric).
(f) Trivial Knowledge (Races of Stone):   Whenever you make a Knowledge check or a Bardic Knowledge check, roll twice and use the better result.

Traits
(UA)
Absent Minded: You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained). You take a -1 penalty on Spot checks and Listen checks.

Racial Features:

Traits: +2 Dex, +2 Con, -2 Str, -2 Cha
Small
Speed 30

Low-Light Vision

60 ft Darkvision

Hooked Hammer Weapon Familiarity:
Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears)

+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants)

+4 racial bonus on Hide and Move Silently checks

+2 racial bonus on Listen and Spot checks

Spell-Like Abilities:
1/day -- silence (must be centered on whisper gnome's body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day -- ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level.
Favored Class:
Rogue.

Class Features:

Dark knowledge (tactics) 3/day:
The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. If the archivist succeeds on his Knowledge check (DC 15) by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Bonus Feat: Scribe Scroll
Lore mastery: +2 bonus on all Decipher Script checks and on all checks of any Knowledge skill. At 7th, 13th, and 17th level, choose an additional Knowledge skill that gains the +2 bonus.

Encumbrance: 20/24.75

Equipment:   
Cost
Wieght
Chain Shirt
100.00 gp
12.50 lbs
Heavy Darkwood Shield
257.00 gp
2.50 lbs
Focus for Moon Lust
5.00 gp

Bedroll (on Mule)
0.10 gp
1.25 lbs
Deathbound Domain Scroll (Chill of the Grave)
25.00 gp

Scribing Cost
100.00 gp

Shugenja Scroll (Burning Hands)
25.00 gp

Scribing Cost
100.00 gp

Tent (on Mule)
10.00 gp
5.00 lbs
Mule
8.00 gp

Backpack
2.00 gp
0.50 lbs
Waterskin
1.00 gp
1.00 lbs
Adept Scroll (Scorching Ray)
200.00 gp

Druid Scroll (Goodberry)
25.00 gp

Necromancer Domain (Eberron) Scroll (Ray of Enfeeblement)
25.00 gp

6x Darts
3.00 gp
1.50 lbs
Club

1.5 lbs



Gold Remaining/Total Weight on person
13.90 gp
19.5 lbs


Spells:
Prayerbook
All 0th level Cleric Spells

1st Level
Burning Hands
Chill of the Grave (SC)
1 Bless
2 Moon Lust (SC)
3 Cure Light Wounds
4 Lesser Vigor (SC)
5 Light of Lunia (SC)
6 Comprenhend Languages
7 Endure Elements
8 Doom
9 Resurgance

Spells Memorized
0th Level (DC: 14)
Detect Magic
Light
Resistance
Cure Minor Wounds

1st Level (DC: 15)
1 Moon Lust
2 Chill of the Grave
3 Chill of the Grave
4 Burning Hands


-- Nothing easy is ever simple.
  This post last edited on 7/1/2010 10:12:33 PM   Like this post
cobaltvector
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Dungeonkeeper
7/1/2010 10:25:42 PM
PostID: 362520
So why do all of this?

First of all you will have a sheet that's easier to follow, but it will also be easier to keep track of things. Simply edit your "offline" composer copy and paste over the old info.

Some things of note:
Pictures can also be added. It's easiest to first have a copy of the picture on your hard drive. Then all you need to do is drag into the composer and double click the properties. You will need to change the pictures URL to match the location of the "online" version picture. To find the picture's URL use your browser to go to the web page that shows the image, then right click on the image and look at the picture's properties.

Some fonts may appear smaller than they do in your Composer's normal view. I'm not sure why that happens. You can fix it by simply changing the size of the text. (Done with the a+/a- buttons in SeaMonkey's composer.)
-- Nothing easy is ever simple.
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Underworld
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Stalwart Guardian
7/1/2010 10:32:00 PM
PostID: 362521
Well done cv. A good explanation of a simple technique to get a much more legible character sheet. Simple is Good. :)
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AlchemicFox
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Monsterkeeper
7/2/2010 4:03:23 PM
PostID: 362714
I've been looking for a good WYSIWYG editor to try this out with but nothing meets my needs, thanks for the heads up, I will try this SeaMonkey thingy.
Time is an illusion. Lunchtime doubly so.
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cobaltvector
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Dungeonkeeper
7/2/2010 4:41:57 PM
PostID: 362729
The SeaMonkey Project

If you like Netscape and Mozilla you should like SeaMonkey since it's made by the same people and uses much of Mozilla's code. The Web browser itself is great just for the built in spellchecker. The composer is a perhaps little bare-bones for more advanced web development but it's user friendly format makes it great for the novice.
-- Nothing easy is ever simple.
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LordOmega
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Distinguished Socialite
7/2/2010 9:43:31 PM
PostID: 362859
I've got an old copy of Dreamweaver (Version 8) that I use on a regular basis. I tried in the beginning to create character sheets for RPM using it. But it would never display correctly on RPM. But, I've should of tried to simplify it. I was using a combination of CSS/XHTML. Might go back and try to make a character sheet using basic HTML.
"10% Luck, 20% Skill, 15% Concentrated Power of Will, 5% Pleasure, 50% Pain.
And 100% Reason to Remember the Name."
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LordOmega
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Distinguished Socialite
7/3/2010 3:20:00 PM
PostID: 363040
I came up with this for the AD&D 2E game I'm in:
Personal Information
Name: Fayt DrekkPlayer: LordOmega
Race: HumanGender: MaleHeight: 5'8"Age: 17
Class: Ranger Level: 3 Weight: 175 lbs
XP: 7,370 (20% Bonus XP) Alignment: Neutral Good (Neutral Tendency)
Next Level: 9,000 Kit: Stalker, Ranger (CRE)
Ability Scores
Str: 19 Weight Allowance: 485 lbs Bend Bars/Lift Gates: 50%
Attack Adj.: +3 Damage Adj.: +7 Max. Press: 640 lbs Open Doors: 16(8)
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16(15 vs magic that effects the mind)
Combat
Hit Points: 20
Base THAC0: 18
Base Melee Bonus: +3
Base Missile Bonus: +1
Armor
Natural armor class 10
Full armor, leather -2
DEX Defensive adj. -2
Magical Item adj. -1
FINAL: 5
Weapon Proficiencies
Blowgun
Knife
Sword, rapier
Sword, short
Dagger
Non-Weapon Proficiencies
Alertness (CRE) 16
Blind Fighting 15
Camouflage (CRE) 15(16 with terrain suit)
Swimming 19
Tracking 16
Cartography 13
Native Languages
Common, Dwarf, Elf, Orc
Weapons - Primary and Offhand
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Primary:
Stiletto +3 +1 1 2 1d3+7 1d2+7 P S 10 20 30
Rapier +3 1 4 1d6+8 1d8+8 P M
Blowgun +1 2 5 P L 10 20 30
Blowgun, barbed dart 1d3 1d2 P S 10 20 30
Dagger +3 +1 1 2 1d4+7 1d3+7 P S 10 20 30
Short Sword +1 +4   1 3 1d6+8 1d8+8 P S      
Dagger +2 +5 +3 1 2 1d4+9 1d3+9 P S 10 20 30
Offhand:
Stiletto +2 +1 1 2 1d3+7 1d2+7 P S 10 20 30
Rapier +2 1 4 1d6+8 1d8+8 P M
Blowgun +1 2 5 P L 10 20 30
Blowgun, barbed dart 1d3 1d2 P S 10 20 30
Dagger +2 +1 1 2 1d4+7 1d3+7 P S 10 20 30
Short Sword +1 +4   1 3 1d6+8 1d8+8 P S      
Dagger +2 +5 +3 1 2 1d4+9 1d3+9 P S 10 20 30
*Stiletto receives nonmagical +2 bonus to hit versus Ring Mail, Chain Mail, Plate Mail.
Rogue Skills
Skill Base Racial Mods Ability Scores Kit Bonus Armor Final
Hide in Shadows 20% +0% +0% +10% -0% 30%
Move Silently 27% +0% +0% +10% -0% 37%
Class Abilities
Ranger
    Empathy with animals - May befriend animals.
    Followers - Attracts 2d6 followers at 10th level.
    Hide in shadows 10% - May hide in natural settings.
    Move silently 15% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Special enemy (Guild of Pain)- Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
    Major Spheres of Magic - Animal, Plant

Kit - Stalker, Ranger (CRE)
At first glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like an town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his closest friends realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it.
Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle. A few innocuous questions enable him to distinguish friend from foe, and fact from fiction. His mastery of stealth makes him a deadly opponent.

Special Benefits:
Tracking: A Stalker has normal ranger tracking abilities in outdoor land settings. In addition, he has full (not half) tracking capabilities in urban settings.

Stealth Abilities:
*A Stalker has a +10% bonus to his base chance to hide in shadows/hide in natural surroundings and a +10% bonus to his chances to move silently.
*A Stalker has the full (not half) chance for success when attempting to hide in shadows or move silently in urban settings or in non-natural constructions such as crypts or dungeons.
*Stalkers can hide in shadows and move silently when wearing armor of AC 6 or less (see Table 13: Optional Armor in Chapter 1).
*When a Stalker successfully uses his move silently ability to sneak up on a opponent to surprise him, the opponent suffers a -3 penalty to his surprise roll. The Stalker must be 90' or more from party members without similar silent movement abilities.

Interrogation: When interrogating an NPC for any reason, a Stalker can acquire special knowledge about the NPC in one (but not both) of the following ways:
*By making a successful Intelligence check (use half the Intelligence score, rounded up), the Stalker can determine the general alignment of the NPC. If successful, the Stalker learns the good-evil component of the NPC's alignment (good, neutral, or evil).
*The Stalker can ascertain the NPC's honesty. The DM secretly makes an Intelligence check for the Stalker. If the check fails, the DM tells the Stalker nothing about the honesty of the NPC. The Stalker must make up his own mind about the NPC's reliability based on the NPC's responses.
*If the check succeeds and the NPC is being honest with the Stalker, the DM tells the Stalker that the NPC is telling the truth to the best of his knowledge. A successful check in no way compels the NPC to reveal any information to the Stalker. The NPC may refuse to cooperate, but the Stalker is assured of the truthfulness of anything the NPC decides to share (note that the NPC may still pass along unreliable information that he believes to be true).
*If the check succeeds, and the NPC is being dishonest with the Stalker, the DM tells the Stalker that the NPC may be lying. It's up to the Stalker to separate the truth from the lies; a successful check only tells him that he shouldn't take everything the NPC says at face value.

Photographic Memory: When a Stalker reaches 10th level, he acquires a limited photographic memory, enabling him to recall details about anything he's seen or heard since achieving 10th level. He can recall a fragment of a conversation, conjure up a mental image of a place he's visited, or remember words on a printed page. To use this ability, the DM secretly makes a Intelligence check for the Stalker, with a -2 penalty. If the roll fails, the memory is too vague to be of any use to the Stalker. If the roll succeeds, the DM tells the Stalker what he wishes to remember. If the roll is a natural 20, the DM gives the Stalker intentionally misleading information about whatever he's trying to remember (a room, for instance, is incorrectly recalled as having a locked window or mysterious claw marks on the walls). Because of the mental stress involved, this ability can be used only once per day.
    
Special Hindrances:
Neither lawbreakers nor outlaws appreciate snoops. Typically, the harshest possible penalties are reserved for captured Stalkers. Should a band of orcs or goblins realize that a Stalker is in their midst, they're likely to chase him down and beat him mercilessly. A Stalker caught lurking in private residence will probably be prosecuted to the fullest extent of the law. An otherwise friendly NPC may be less likely to cooperate with the party if he recognizes one of the members as a Stalker.


Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Whetstone
      • Wineskin
      • Winter blanket
      • Urban Terrain Suit
    • Blowgun
    • Blowgun, barbed dart x20
    • Stiletto
    • Rapier (Looks like walking cane)
  • Items Readied
    • Short Sword +1
    • Dagger +2
  • Items Worn
    • Belt
      • Belt pouch, small
    • Boots, waterproof
      • Dagger wrapped in rags
    • Full armor, leather
    • Silver Ring (est. value 30sp)
    • Ring of Protection +1
  • Spending Money
    • * Platinum Pieces x0
    • * Gold Pieces x3
    • * Electrum Pieces x0
    • * Silver Pieces x13
    • * Copper Pieces x32
Character History
Born in Neverbeen, he was raised on the streets as an orphan, on his way to becoming a skillful rogue until he was taken in at an early age by a professional bounty hunter, named Elysia. Seeing his natural talent, she put him through intensive training to make him a useful partner for herself.

On one assignment, there were to track down a murderer that was hiding in the city. Unfortunately Elysia was caught by their target, who was part of the The Guild of Pain, she was tortured until Fayt was finally able to rescue her, unfortunately her wounds were too extensive and help wasn't able to arrive soon enough and Elysia died. Fayt hunted down the target and captured him. The target was soon executed but Fayt still suffers from the loss of Elysia and has a deep hatred for The Guild of Pain.

Notes:
    * Drunk 'Magical Juice' and Strength was permanently raised from 18/86 to 19.

"10% Luck, 20% Skill, 15% Concentrated Power of Will, 5% Pleasure, 50% Pain. And 100% Reason to Remember the Name."
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