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Learn how to format your Pirate Borg content for optimal module generation
Quick Start
The Brewery uses intelligent parsing to extract class data from your text. While it's flexible enough to handle various formats, following these guidelines will ensure the best results.
The parser uses multiple patterns to detect your class name
The Brewery detects class names using several patterns. Choose the one that fits your content:
## The Mess You are the ship's cook, keeping the crew fed and (mostly) happy... ## The Haunted Soul Death couldn't hold you. You've returned from the depths...
# Shipwreck Survivor You are a shipwreck survivor, washed ashore with nothing but the clothes on your back...
# Buccaneer A classic pirate warrior, skilled with blade and pistol...
HP, Silver, and ability modifiers - all the numbers that matter
Hit Points
Starting HP: d6+1 Hit Points: 1d6 + Toughness HP: d8 You start with d6 hit points
All formats are recognized - use whichever feels natural
Starting Silver
Starting Silver: 2d6x10 Silver: d6x10 silver pieces Starting Coin: 3d10 silver You begin with 2d6 × 10 silver pieces
Ability Modifiers
Option 1: List Format
Starting Abilities: - Strength +1 - Agility 0 - Presence -1
Option 2: Inline Format
You gain +1 STR and -2 CHA
Option 3: Table Format
| Ability | Modifier | |---------|----------| | STR | +1 | | AGI | 0 | | PRE | -2 |
The parser recognizes various equipment list formats
Starting Equipment: • Cleaver (d6 damage) • Cooking pot (can be worn as helmet, -d2 damage) • 3 days of terrible food • Flask of rum
Starting Gear: 1. Rusty cutlass (d6) 2. Leather armor (-d2 damage) 3. Grappling hook and rope 4. 2d6 silver pieces
You start with a club (d4), ragged clothes, and a half-empty bottle of rum.
Pro Tip: Include Mechanics
Always include damage dice, armor reduction, or special properties in parentheses:
• Blunderbuss (d10 damage, loud, 1 shot) • Chain shirt (-d4 damage, noisy) • Lucky charm (+1 to one save per day) • Cursed coin (always returns to pocket)
The heart of your class - what makes them unique
**Iron Stomach**: You can eat anything organic without harm. **Sea Legs**: You never suffer penalties for fighting on a moving ship. ### Knife Work When using bladed weapons, deal +d2 damage on critical hits.
Use bold text (**Name**) or headers (### Name) for ability names
**Desperate Prayer** (1/day): Roll d6: - 1-2: Nothing happens - 3-4: Heal d4 HP - 5-6: Heal d6 HP and remove one condition **Berserker Rage**: When below half HP, gain +d4 damage but -2 to defense rolls.
**Divine Favor**: 3 uses per day **Smoke Bombs**: You carry d6+1 smoke bombs **Luck Points**: Start with d4 luck points **Power Word**: Once per adventure, speak a word of power
**While Drunk**: +2 damage, -2 to hit **In Daylight**: -1 to all rolls (you're nocturnal) **At Sea**: +1 to navigation and sailing checks **When Wounded**: Allies gain +1 morale when seeing you fight
Important: Include Dice!
The parser looks for dice notation (d4, d6, d8, etc.) to identify abilities. Always include dice when describing mechanics!
Random tables for starting features, equipment, or advancement
d6 Secret Ingredient: 1. Love (heals 1 HP when consumed) 2. Gunpowder (explosive when heated) 3. Sawdust (filling but tasteless) 4. Mystery meat (don't ask) 5. Holy water (burns undead) 6. Your own blood (grants fury)
Start with dice type (d6, d12, etc.) followed by table name
Roll for your background [d4: 1 merchant 2 soldier 3 criminal 4 noble] Your ship was destroyed by [d6: 1 storm 2 kraken 3 pirates 4 reef 5 mutiny 6 unknown]
d12 Terrible Recipes: 1-3: Gruel (heals 1 HP but tastes awful) 4-6: Mystery Meat Stew (d4 HP, 10% chance of poison) 7-9: Hardtack (1 HP, can be used as thrown weapon) 10-11: Grog (removes fear but -1 AGI for 1 hour) 12: Chef's Special (d6 HP, everyone loves you)
## Getting Better When you survive and advance: - Level 2: +d6 HP, learn a new recipe - Level 3: +d6 HP, poison immunity - Level 4: +d6 HP, master chef abilities - Level 5: +d6 HP, legendary feast power
Table Best Practices
• Number of entries must match dice (d6 = 6 entries)
• Use consistent numbering (1, 2, 3 or 1., 2., 3.)
• Include mechanical effects in parentheses
• For d66 or d100 tables, use ranges (1-10, 11-20, etc.)
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Use dice notation: Include dice rolls as "d6", "2d10", "d20+2" for automatic detection
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Clear headers: Use markdown headers (##) or bold text to separate sections
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Consistent formatting: Stick to one style (bullets, numbers, or dashes) per list
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Include keywords: "Starting", "Equipment", "Abilities", "Features" help the parser
Markdown (.md)
Recommended format with full formatting support
Text (.txt)
Plain text with basic formatting
PDF (.pdf)
Supported but less reliable than text formats
The parser couldn't find your class name
Problem:
Your class name isn't being recognized by the parser.
Solution:
Ensure your class name appears in one of these formats:
## The Buccaneer # Smuggler You are a haunted soul...
Items are missing or incorrectly formatted
Problem:
Equipment items aren't being extracted properly.
Solutions:
1. Use consistent formatting (all bullets or all numbers)
2. Include "Starting Equipment:" or similar header
3. Put each item on its own line
4. Include mechanics in parentheses: "Sword (d6 damage)"
The parser can't identify your abilities
Problem:
Abilities aren't being recognized because they lack dice notation.
Solution:
Always include dice notation when describing mechanics:
Deal extra damage
Deal +d4 damage
Your random tables aren't being extracted
Problem:
Roll tables aren't being detected by the parser.
Solution:
Start with dice notation followed by the table name:
d6 Starting Feature: 1. First option 2. Second option ...
Here's a fully formatted class that demonstrates all the best practices:
## The Powder Monkey You are an expert with explosives and firearms, though missing a few fingers. ### Starting Stats - **HP**: d6 - **Silver**: 2d6x10 - **Abilities**: +1 AGI, -1 WIS ### Starting Equipment • Flintlock pistol (d8 damage, loud) • Powder horn with d12 charges • Slow match (always lit) • Singed clothing • Half a map (burned edges) ### Class Abilities **Boom!**: Once per day, create an explosion dealing 2d6 damage in a small area. **Powder Burns**: You're immune to fire damage from your own explosions. **Quick Load**: Reload firearms as a bonus action. ### d6 Mishaps When Using Explosives 1. Delayed fuse (explodes next round) 2. Premature detonation (take half damage) 3. Dud (nothing happens) 4. Extra powerful (double damage and range) 5. Chain reaction (all explosives go off) 6. Perfect explosion (maximum damage) ### Getting Better - Level 2: +d6 HP, craft simple bombs - Level 3: +d6 HP, explosion immunity extends to allies - Level 4: +d6 HP, master demolitionist - Level 5: +d6 HP, walking apocalypse
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