The tools being online through a webpage would be ideal but even an app written in VB that people would need to download would be fine. It would basically be a series of drop down menus that allow the user to assign qualities, special attacks, etc, It would do the calculations once the user hits "Generate NPC" after selecting the character level for the NPC. It would need to print out something that is structured for easy reference, like this:

Item entries look like this (forum is screwing up my alignments),
CODE
[b]Zweihander[/b]
Weapon Class / Types: Melee; Sword Cost: 62 zenny
Critical range: 10-12 Weapon Damage: Size dependent*
Damage Type: Piercing or Slashing Availability: Uncommon
Weight: 6 Size: Varies
Range: Short, Single Hardness: 10
Qualities: Blade, Deflection I, Durable I, Reach: 1
Keen II, Pointed, Sundering I, Unwieldy, Durability: 10
Weapon Damage IV Complexity: 12
Description: (this would be filled in by the creator)
A Zweihander is an extremely large sword with an extended handle. Its heavy blade is designed for smashing shields and polearms on a battlefield and was developed in Pandemonia for this purpose. The first few inches of the blade past the hilt are left unsharpened so the blade itself can be gripped for more control, and two flared protrusions on the blade act as a second cross guard for deflecting weapons. However its size and weight still makes it unwieldy.
The Zweihander has a critical range of 10-12, a +1 armor bonus to Defense, a +4 Weapon Power bonus, and a +1 sunder bonus.
Weapon Class / Types: Melee; Sword Cost: 62 zenny
Critical range: 10-12 Weapon Damage: Size dependent*
Damage Type: Piercing or Slashing Availability: Uncommon
Weight: 6 Size: Varies
Range: Short, Single Hardness: 10
Qualities: Blade, Deflection I, Durable I, Reach: 1
Keen II, Pointed, Sundering I, Unwieldy, Durability: 10
Weapon Damage IV Complexity: 12
Description: (this would be filled in by the creator)
A Zweihander is an extremely large sword with an extended handle. Its heavy blade is designed for smashing shields and polearms on a battlefield and was developed in Pandemonia for this purpose. The first few inches of the blade past the hilt are left unsharpened so the blade itself can be gripped for more control, and two flared protrusions on the blade act as a second cross guard for deflecting weapons. However its size and weight still makes it unwieldy.
The Zweihander has a critical range of 10-12, a +1 armor bonus to Defense, a +4 Weapon Power bonus, and a +1 sunder bonus.
*Size dependent means the weapon's damage is determined by its size modifier and weapon power bonuses.
Weapon Base Power
A weapon’s base power is determined by its Weapon Size.
CODE
Table X: Weapon Base Power
Size Damage Critical
Tiny or smaller 1 12
Small 2 12
Medium 3 12
Large 4 12
Huge 5 12
Gargantuan 6 12
Note that damage can never be lower than 1.
Size Damage Critical
Tiny or smaller 1 12
Small 2 12
Medium 3 12
Large 4 12
Huge 5 12
Gargantuan 6 12
Note that damage can never be lower than 1.
There is also a system for making NPCs with qualities and the number of qualities they have determines how much XP they are worth. The system is designed so that enemies can be set to be any level, and the level they are at changes their specific attributes, including how much damage they deal with skills. There is also a subsystem for creating special attacks for NPCs. I need a tool for this.
Looking at it, I don't think it'd be hard to program; all the values are already determined. It's just a matter of making the tool which can do the calculations and then create a block of text that has all the attributes of the NPC calculated.
Example of a scaling table (actual manuscript has this info in a table). The Grade (a roman numeral) is compared to the desired Character Level of the NPC to determine the base stat:
CODE
Character Level
Grade 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Initiative and Defense
I +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10
II +1 +1 +2 +2 +3 +4 +4 +5 +5 +6 +7 +7 +8 +8 +9 +10 +10 +11 +11 +12
III +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15
IV +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24
V +7 +8 +9 +10 +11 +12 +13 +14 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27
VI +8 +10 +11 +12 +13 +14 +15 +16 +17 +19 +20 +21 +22 +23 +24 +25 +26 +28 +29 +30
VII +9 +11 +12 +13 +14 +16 +17 +18 +19 +21 +22 +23 +24 +26 +27 +28 +29 +31 +32 +33
VIII +10 +12 +13 +14 +16 +17 +18 +20 +21 +22 +24 +25 +26 +28 +29 +30 +32 +33 +34 +36
IX +11 +12 +14 +15 +17 +18 +20 +21 +23 +24 +26 +27 +29 +30 +32 +33 +35 +36 +38 +39
X +14 +15 +16 +17 +18 +20 +21 +23 +24 +25 +27 +28 +30 +32 +34 +36 +38 +40 +42 +44
XI +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30 +34 +35 +36 +37 +39 +40 +42 +45 +50
Grade 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Initiative and Defense
I +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10
II +1 +1 +2 +2 +3 +4 +4 +5 +5 +6 +7 +7 +8 +8 +9 +10 +10 +11 +11 +12
III +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13 +14 +15 +15
IV +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24
V +7 +8 +9 +10 +11 +12 +13 +14 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25 +26 +27
VI +8 +10 +11 +12 +13 +14 +15 +16 +17 +19 +20 +21 +22 +23 +24 +25 +26 +28 +29 +30
VII +9 +11 +12 +13 +14 +16 +17 +18 +19 +21 +22 +23 +24 +26 +27 +28 +29 +31 +32 +33
VIII +10 +12 +13 +14 +16 +17 +18 +20 +21 +22 +24 +25 +26 +28 +29 +30 +32 +33 +34 +36
IX +11 +12 +14 +15 +17 +18 +20 +21 +23 +24 +26 +27 +29 +30 +32 +33 +35 +36 +38 +39
X +14 +15 +16 +17 +18 +20 +21 +23 +24 +25 +27 +28 +30 +32 +34 +36 +38 +40 +42 +44
XI +20 +21 +22 +23 +24 +25 +26 +27 +28 +29 +30 +34 +35 +36 +37 +39 +40 +42 +45 +50
So using this chart, a level 1 character with Grade I for Defense has +0 Defense but at level 20 the character has +10 Defense.
Examples of NPC type and qualities altering the XP value
Type
Aberrations, Constructs, Dragons, Giants, Horrors, Magical Beasts, Slimes, Plants and Undead are worth +5 experience points.
Beasts, Demons, Elementals, Humanoids, Incorporeals, Otherkin, Swarms and Vermin are worth +0 points.
Note: If a monster belongs to multiple Types that award experience points, the bonuses are added together.
NPC Qualities
Qualities alter an NPC to conform to the concept for that monster. These special features alter their statistics and endow them with special powers.
Adding Qualities changes the NPC’s XP value.
Achilles Heel (-2 XP per damage type):
The NPC takes double damage from a damage type (such as elemental damage) or damage source (such as a weapon type, a Job type, a Race, etc).
Always Ready (+2 XP):
The NPC is never caught off-guard and can always act, even when surprised or ambushed.
Aquatic I (+1 XP):
The NPC can hold their breath underwater for a number of minutes equal to their Strength score x 15.
Aquatic II (+3 XP):
The NPC suffers no penalties underwater and cannot be drowned.
Attractive (+1 XP per grade):
The NPC gains a +2 bonus on all Charisma based skills.
Banned Action (+0 XP):
The NPC cannot perform certain special actions (such as Grappling, Sundering, Disarm, etc) or perform certain skill checks. The limit could be due to any number of reasons; curses, oaths, story related incidents, psychological damage, physical impossibility, etc.
Blind-sight (+4 XP):
The NPC has the ability to detect things in their immediate area without vision. This can be due to special senses (like sonar or hearing) or supernatural in nature. The NPC can ignore vision penalties and cannot be blinded. The character can also see and detect hidden characters / objects without restrictions.
Burden of Ages (-4 XP penalty):
Healing effects on this character only do ˝ their normal effect.
Cagey (+1 XP per grade):
The NPC can automatically succeed on one Defense, Magic Defense or Resistance check per encounter per grade they have.
Example of an NPC stat block before the character level has been determined (bolded italic text is the variables which change when the level is determined):
Count Francis Varney (Medium Undead Horror Shadow Walker – x XP): STR 4, REF 3, PER 5, WIL 4, CHA 3; Size Medium, Walk: Short; Run: Medium; Init III; Atk X; Def X; Res V; Health IX; Comp III; Sign. Skills: Investigate IV ; Qualities: Cagey III, Everlasting, Dimension Door, Frenzy III, Gaseous I, Shapeshifter II, Light Sensitive, Nocturnal, Conversion, Telepathic, Unlimited Magic Points; Magic Attack (SP+SAB), Grapple Attack, Grapple Defense
Weapons: Count’s Fist (Slam I; weapon power 3; Critical 20; qualities: bleed) Weapon Attack (WP + MAB) bludgeoning dmg
Attack Actions
Meteor Missiles (Acc. +2; Tech. Power 5; Medium Range, Single; Critical 20; qualities: accurate II, alternate damage (fire) ) Skill check Vs. Magic Defense ; Skill Lv. V; [Magic Attack x 5] fire dmg; MP cost: X; Time: attack action, delay 1 round
Fel Lightning (Acc. +0; Tech. Power 10; Medium Range, Row; Critical 20; qualities: alternate damage (death), shocking I ) Skill check Vs. Magic Defense ; Skill Lv. III; [Magic Attack x 5] death dmg; MP cost: X; Time: attack action, delay 4 rounds
Full Round Actions
Meteor Barrage (Acc. +2; Tech. Power 10; Medium Range, Group; Critical 20; qualities: accurate II, alternate damage (fire) ) Skill check Vs. Magic Defense; Skill lv. V; [Magic Attack x 5] fire dmg; MP cost: X; Time: full round action, delay 4 rounds
Dread Gaze (Acc. +0; Medium Range; Single; Critical 20; qualities: frightening I, no damage) Skill check Vs. Mental Resistance; Skill lv. [Signature skill]; 0 dmg; MP cost: X; Time: Full round action, delay 3 rounds
Deep Slumber (Acc. +0; Medium Range; Row; Critical 20; qualities: sleeping, no damage) Skill check Vs. Mental Resistance; Skill lv. V; 0 dmg; MP cost: 10; Time: Full round action, delay 3 rounds
Life-Steal (Acc. +2; Tech. Power 5; Short Range, Single; Critical 20; qualities: accurate II, life drain, weakening I, wounding I) Skill check Vs. Magic Defense ; Skill Lv. III; [Magic Attack x 5] dmg; MP cost: X; Time: full round action, delay 4 rounds
Gear: Ring of Ahriman (accessory; invulnerable to conventional damage)
Treasure: 5C, 2M
