Pixel-art cover of D6 Storyteller: Weird West, Piracy & Swashbuckling Companion by Alex Merced
Weird WestPiracySwashbucklingHistorical

D6 Storyteller: Weird West, Piracy & Swashbuckling Companion

A Fiction-First Tabletop Roleplaying Expansion & 10 Weird West, Piracy & Swashbuckling Settings

By Alex Merced

Available in: Paperback · Kindle

About This Book

The Weird West, Piracy & Swashbuckling Companion loads the D6 Storyteller engine with gunpowder, salt air, and supernatural grit. From the demon-haunted frontier towns of Brimstone & Dust to the voodoo-soaked bayous of Serpent & Swamp, this companion embraces the pulp tradition of high-stakes adventure and dramatic confrontation.

These ten settings reward bold play. The Panache mechanic in Blade & Fleur-de-Lys lets players turn a clever insult into free Momentum. The Harpoon Line Tension system in Leviathan Hunters means every whale hunt is a tug-of-war between triumph and disaster. Ghost Town Law gives the entire setting a twist: players may not immediately realize their characters are already dead.

Each setting is a complete playable world: atmospheric overview, sensory pillars, unique genre mechanic, three archetypes, condition palette, and a starter scenario. Weird West, piracy, and swashbuckling share a narrative tradition of high adventure with real stakes, and every mechanic in this companion serves that tradition directly.

The Weird West, Piracy & Swashbuckling Companion works seamlessly with the D6 Storyteller Core Rulebook and all other companions, letting groups blend the demonic gunslinging of Brimstone & Dust with the naval tactics of Tides of Blood for campaigns that defy single-genre labels.

Inside This Companion

  • Ten complete weird west settings, each fully playable from the first session
  • One unique genre mechanic per setting, integrated with the D6 dice pool system
  • Three character archetypes per setting with descriptors, drives, flaws, and approach distributions
  • Genre-specific condition palettes covering physical, social, and psychological harm
  • Complete starter scenario seeds with three-layer scene design
  • Custom character sheets for each setting's specific mechanics

The Ten Settings

Each setting is a complete playable world with its own tone, mechanic, archetypes, and starter scenario.

Brimstone & Dust

Gunslingers and occult preachers battle demonic horrors and corrupt railroad barons in 1880s Arizona.

Mechanic: Gunslinger Duel & Hellfire Ammo: Quick-draw duels use opposed initiative checks; hellfire ammo deals severe damage but burns grit.

Tides of Blood

Pirate captains sail cursed seas filled with kraken, ghost armadas, and Spanish gold laden with Aztec curses.

Mechanic: Broadside & Crew Morale: Naval battles track ship hull integrity and crew morale clocks alongside personal combat.

Nimbus Corsairs

Airship pirates raid floating treasure convoys above an endless sea of storm clouds.

Mechanic: Wind Current & Boarding Action: Maneuvering airships into wind currents grants advantage during grapple-and-board maneuvers.

Blade & Fleur-de-Lys

Swashbuckling duelists in 17th-century Paris trade witty banter and rapier strikes in royal courts.

Mechanic: Panache & Courtly Repartee: Incorporating witty insults into physical attacks grants free Momentum on partial successes.

Iron Silk Road

Armored steam-train caravans cross an endless haunted desert trading spice and mechanical parts.

Mechanic: Boiler Pressure & Track Defense: Maintaining train speed requires managing boiler heat while defending tracks from raiders.

Corsairs of the Deep

Submarine buccaneers explore underwater ruins and battle sea monsters using pressurized steam-harpoons.

Mechanic: Pressure Depth & Depth Charge: Submarines taking hull damage risk catastrophic implosion at extreme depths.

Ghost Town Law

A Western frontier town inhabited entirely by ghosts unaware they died, defending against living settlers.

Mechanic: Ethereal Density: Ghosts can shift between incorporeal and physical states, spending Momentum to interact with objects.

Armada of Gearwork

Mechanical privateer fleets powered by giant spring-coils fight for control of archipelagos.

Mechanic: Spring Winding: Gearwork ships must be wound up at port; spring depletion lowers approach pools mid-voyage.

Serpent & Swamp

1890s Louisiana bayou investigators tracking occult loa spirits and voodoo cults in murky swamps.

Mechanic: Loa Favor & Spirit Possession: Invoking swamp spirits grants powerful magic but risks temporary spirit possession.

Leviathan Hunters

Whaling crews in an eternal frozen ocean hunt colossal cosmic leviathans whose blubber powers steam cities.

Mechanic: Harpoon Line Tension: Tracking harpoon tension clocks prevents leviathans from dragging ships underwater.

Questions About This Book

What is Weird West & Swashbuckling?

D6 Storyteller: Weird West, Piracy & Swashbuckling Companion is a weird west volume in the D6 Storyteller series by Alex Merced. It contains ten complete settings, each with a unique mechanic, character archetypes, a condition palette, and a starter scenario.

Do I need the Core Rulebook to use Weird West & Swashbuckling?

Each companion contains a summary of the core mechanics sufficient to begin play, but the D6 Storyteller Core Rulebook provides the full rules reference and Storyteller guidance. New groups are encouraged to start with the Core Rulebook.

How many settings are in this book?

D6 Storyteller: Weird West, Piracy & Swashbuckling Companion contains ten complete, ready-to-play settings, each with its own lore, unique mechanic, archetypes, condition palette, and starter scenario.

Can I mix these settings with other D6 Storyteller books?

Yes. The D6 Storyteller engine is modular. Any setting-specific mechanic can be imported into other worlds, and lore from multiple companions can be combined freely.

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