
All signed and sealed? Good.
Welcome friends new and old to Bottle Excursion.
Uncharted lands, treasures, challenges, we'll face it all...
..But, with your expertise, I trust we'll be up to the challenge.
Otherwise, this'll have been a huge waste of all our time.
And that, would be a huge bummer.
Lets begin the briefing,
Each of you has been chosen and signed a lucrative contract to train my bottles to face the various challenges we will undoubtedly encounter in the establishment of a training base, here, in the middle of nowhere.
That's all and well and good. You may notice that I keep emphasizing the training of the bottles, so let me emphasize that some more:
I don't want you guys handling anything!
That's right, if I were just to ask you to take care of everything there would be no point. The bottles wouldn't get any better and their operational limits would never increase.
Instead, think of those little worthless bottles as your arms and legs and figure out how to make them worth a damn. That, my friends, is what this is all about. And, what your salvage-rights contract is paying you for.
And, because I've heard gamers like systems, I've devised a little something to hopefully make the process fun and clear. This chart will ultimately be an abstraction of the entire process, let it guide you.
With that in mind, the first step will be establish a base.
How you tackle the training base and ultimately what shape it takes is all up to you guys.
I'll chime in here and there with some situation reports, but ultimately it's your call.
That's the point.
This is about you.
And what you make of it.
Good luck, I'll be right here along side you.
Let's get to it, go ahead and take a look at The Situation Room:
Welcome friends new and old to Bottle Excursion.
Uncharted lands, treasures, challenges, we'll face it all...
..But, with your expertise, I trust we'll be up to the challenge.
Otherwise, this'll have been a huge waste of all our time.
And that, would be a huge bummer.
Lets begin the briefing,
Each of you has been chosen and signed a lucrative contract to train my bottles to face the various challenges we will undoubtedly encounter in the establishment of a training base, here, in the middle of nowhere.
That's all and well and good. You may notice that I keep emphasizing the training of the bottles, so let me emphasize that some more:
I don't want you guys handling anything!
That's right, if I were just to ask you to take care of everything there would be no point. The bottles wouldn't get any better and their operational limits would never increase.
Instead, think of those little worthless bottles as your arms and legs and figure out how to make them worth a damn. That, my friends, is what this is all about. And, what your salvage-rights contract is paying you for.
And, because I've heard gamers like systems, I've devised a little something to hopefully make the process fun and clear. This chart will ultimately be an abstraction of the entire process, let it guide you.
With that in mind, the first step will be establish a base.
How you tackle the training base and ultimately what shape it takes is all up to you guys.
I'll chime in here and there with some situation reports, but ultimately it's your call.
That's the point.
This is about you.
And what you make of it.
Good luck, I'll be right here along side you.
Let's get to it, go ahead and take a look at The Situation Room:
TACTICAL TRAINING ACTION
Bottle Team Energy (hp):
100/10000
Stocks = 3
Current Training Score:
Challenge Categories & Bottle Expertise Rating:
*Labors:
Acrobatics:
Fine Sports:
Power Sports:
Fine Art:
Theatrics:
*Crafts:
Artificing:
Blacksmithing:
Carpentry:
Cultivation:
Tailoring:
*Knowledges:
Archaeology:
Beastiology:
Cultism:
Engineering:
Linguistics:
Naturalism:
Society:
Mentalism:
***Special Support Types:
*Impact-types: (Upgrades at 50 points)
Physique: Removes 1 defect from Labor-Models per upgrade level. (+1d10 roll after lvl 3.)
Architecture: Removes 1 defect from Craft-Models per upgrade level. (+1d10 roll after lvl 3.)
Academia: Removes 1 defect from Knowledge-Models per upgrade level. (+1d10 roll after lvl 3.)
Esthetics: -20 SP cost to Glamdark Proposals per upgrade level.
Culinary: +10 Player SP regen per upgrade level.
Commerce: +50 Team Energy regen per upgrade level.
Seeking: Improves the Scouting Report. +1 challenge pre-rolled per upgrade level.
*Ability-types: (Upgrades at 50 points) (If an ability reaches negative, gain SP when used)
Music: for 30SP, Roll 1d3. On a 3 each Player may choose to lose one San-Delusion.
Medicine: for 50SP, you can remove a San-Delusion from yourself or an ally.
Politics: for 100SP you may negate one upcoming challenge card.
Voyaging: for 50SP you may create a card with 1d3 expertise(s) of your choice.
Crime: for 50 SP one upcoming bottle challenge of your choice will be halved.
Games: for 100SP, exchange one San-Delusion for another of your choice.
Bottle Suit: You believe you are a bottle. You may personally do cards with your specialization dice.
(Requires Goose egg)
Challenge Categories & Bottle Expertise Rating:
*Labors:
Acrobatics:
Fine Sports:
Power Sports:
Fine Art:
Theatrics:
*Crafts:
Artificing:
Blacksmithing:
Carpentry:
Cultivation:
Tailoring:
*Knowledges:
Archaeology:
Beastiology:
Cultism:
Engineering:
Linguistics:
Naturalism:
Society:
Mentalism:
***Special Support Types:
*Impact-types: (Upgrades at 50 points)
Physique: Removes 1 defect from Labor-Models per upgrade level. (+1d10 roll after lvl 3.)
Architecture: Removes 1 defect from Craft-Models per upgrade level. (+1d10 roll after lvl 3.)
Academia: Removes 1 defect from Knowledge-Models per upgrade level. (+1d10 roll after lvl 3.)
Esthetics: -20 SP cost to Glamdark Proposals per upgrade level.
Culinary: +10 Player SP regen per upgrade level.
Commerce: +50 Team Energy regen per upgrade level.
Seeking: Improves the Scouting Report. +1 challenge pre-rolled per upgrade level.
*Ability-types: (Upgrades at 50 points) (If an ability reaches negative, gain SP when used)
Music: for 30SP, Roll 1d3. On a 3 each Player may choose to lose one San-Delusion.
Medicine: for 50SP, you can remove a San-Delusion from yourself or an ally.
Politics: for 100SP you may negate one upcoming challenge card.
Voyaging: for 50SP you may create a card with 1d3 expertise(s) of your choice.
Crime: for 50 SP one upcoming bottle challenge of your choice will be halved.
Games: for 100SP, exchange one San-Delusion for another of your choice.
Bottle Suit: You believe you are a bottle. You may personally do cards with your specialization dice.
(Requires Goose egg)
Round Table Bottle Report:
Running tallies:
Update! New cards have been added!
Update! Big Day Objective has been added!
Running tallies:
Update! New cards have been added!
Update! Big Day Objective has been added!
The Situation Room:
Glam Says:

Glam Says:

Attention. Attention. Can everyone hear me loud and clear? If you're wondering where my voice is coming from you're either right next to me or you listening through one of my amazing Bottle Coms.
As I mentioned, I've established a handy dark magic user interface system to keep track of things...
...They're sticky notes made of dark magic and aracanamancy. Lesson one, don't fix what isn't broken.
You can also bring them up at any time with your personal Com Bottle. You don't need to know how it works, it's voice operated.
Anyway. Below you'll see that I've laid out a few tasks for you.
Sometimes I'll choose them as we need, and sometimes they'll be the result of random discoveries.
Either way, plan to be prepared for any of them.
The most important one is The Big Day.
Think of those as the main mission.
No Big Day should probably ever be a surprise.
Note their deadlines and plan accordingly...
The Current Big Day is related to the establishment of our Main Base. If we're going to make it out here in uncharted territory we'll need one. Who knows what we'll encounter?
I've broken up the components for the Main Base into three parts.
We'll need to pass One Labor Card, One Craft Card, and One Knowledge Card at 30.
You can decide the subcategories to define our strategy.
In the future, the card needs will arise randomly to describe whatever challenges we face. I know you're up for it. Or rather, the bottles you train will be up for it. Remember?
That's all I've got for now. I'll be working on a support project that should be done by the time our base is operational.
Good luck.
Oh right, we're working with Dark Magic here so manage your SP carefully...
This is an endurance race. No use burning your candle from both ends, got it?
I can't be responsible if you start going... loopy... well I'm sure you'd still be fine.
It's nothing all that serious...
...That's all for real this time.
Over.
As I mentioned, I've established a handy dark magic user interface system to keep track of things...
...They're sticky notes made of dark magic and aracanamancy. Lesson one, don't fix what isn't broken.
You can also bring them up at any time with your personal Com Bottle. You don't need to know how it works, it's voice operated.
Anyway. Below you'll see that I've laid out a few tasks for you.
Sometimes I'll choose them as we need, and sometimes they'll be the result of random discoveries.
Either way, plan to be prepared for any of them.
The most important one is The Big Day.
Think of those as the main mission.
No Big Day should probably ever be a surprise.
Note their deadlines and plan accordingly...
The Current Big Day is related to the establishment of our Main Base. If we're going to make it out here in uncharted territory we'll need one. Who knows what we'll encounter?
I've broken up the components for the Main Base into three parts.
We'll need to pass One Labor Card, One Craft Card, and One Knowledge Card at 30.
You can decide the subcategories to define our strategy.
In the future, the card needs will arise randomly to describe whatever challenges we face. I know you're up for it. Or rather, the bottles you train will be up for it. Remember?
That's all I've got for now. I'll be working on a support project that should be done by the time our base is operational.
Good luck.
Oh right, we're working with Dark Magic here so manage your SP carefully...
This is an endurance race. No use burning your candle from both ends, got it?
I can't be responsible if you start going... loopy... well I'm sure you'd still be fine.
It's nothing all that serious...
...That's all for real this time.
Over.
1 Labor 30
We need to build a base. Get 1 Labor category to 30.1 Craft 30
We need to build a base. Get 1 Craft category to 30pt.1 Knowledge 30
We need to build a base. Get 1 Knowledge category to 30pt.(BIG DAY) Base Establishment!
Clear: 1 Labor, Craft, and Knowledge Card, passed.Reward: 1 Specialized Bottle from the card category. Or, Rank up.
By: Next Round.
Player Options:
Each round or intermission, players may…
Note: purchases are resolved in the numbered order.
1)
Train the Bottles in a Expertise: (10SP per 1d10)
-Players can spend 10SP to roll one 1d10 for the chosen expertise category.
-Players can buy as many dice as their SP allows.
-On a 10-roll, the dice explodes.
-On a 1-roll, delete the highest expertise roll made.
2)
Specialize in an expertise: (50SP)
-Choose an expertise and Roll 1d5.
-Permanently gain the result's amount of bonus rolls when training bottles in this expertise.
-This can stack infinitely.
-Takes effect the round after purchase.
3)
Submit a Proposal to Glamdark: (100SP)
A: Bottle Design: Design a new category of specialized bottle.
-Choose an expertise: A new sub-bar will be created for it.
-Roll 1d200, this will determine the new design's starting expertise level.
-Roll 1d3, this will determine the number of defects the new model has.
-Specialized bottles double the results of training for their unique bar.
-There can only be one specialized bottle in each expertise category.
B: Management Request:
Glamdark naturally and randomly comes up with management decisions each cycle and most of them are not very good. You may guide Glamdark towards certain challenges by managing projects yourself. Pick one option:
-Choose an expertise. That expertise may be applied to all available cards next round.
-Choose up to 3 cards on the board. They will be selected next round.
C: Glam decides:
-Glamdark will create or upgrade three random bottles.
4)
Special Bottle Actions:
-Some bottles will create new abilities to be utilized.
-This will be updated as the story proceeds.
Each round or intermission, players may…
Note: purchases are resolved in the numbered order.
1)
Train the Bottles in a Expertise: (10SP per 1d10)
-Players can spend 10SP to roll one 1d10 for the chosen expertise category.
-Players can buy as many dice as their SP allows.
-On a 10-roll, the dice explodes.
-On a 1-roll, delete the highest expertise roll made.
2)
Specialize in an expertise: (50SP)
-Choose an expertise and Roll 1d5.
-Permanently gain the result's amount of bonus rolls when training bottles in this expertise.
-This can stack infinitely.
-Takes effect the round after purchase.
3)
Submit a Proposal to Glamdark: (100SP)
A: Bottle Design: Design a new category of specialized bottle.
-Choose an expertise: A new sub-bar will be created for it.
-Roll 1d200, this will determine the new design's starting expertise level.
-Roll 1d3, this will determine the number of defects the new model has.
-Specialized bottles double the results of training for their unique bar.
-There can only be one specialized bottle in each expertise category.
B: Management Request:
Glamdark naturally and randomly comes up with management decisions each cycle and most of them are not very good. You may guide Glamdark towards certain challenges by managing projects yourself. Pick one option:
-Choose an expertise. That expertise may be applied to all available cards next round.
-Choose up to 3 cards on the board. They will be selected next round.
C: Glam decides:
-Glamdark will create or upgrade three random bottles.
4)
Special Bottle Actions:
-Some bottles will create new abilities to be utilized.
-This will be updated as the story proceeds.
San-Delusions: (Can occur at 35 or less SP)
Phobia of X = Disadvantage when Training X.
Obsession of X = Advantage when Training X. Only obsessions may be selected.
Ability Fan = You must use at least one ability per round if you can afford it.
Shock Therapy = If you have a Phobia, you must roll it.
Super Team Player = Advantage on what others rolled on, Disadvantage on what they didn't.
Nerd = Training Knowledge-Types is half-cost per die. Labor is doubled.
Jock = Training Labor-types is half-cost per die. Knowledge is doubled.
Glamfan = If you can afford a “Glam decides” Proposal, you must purchase it.
Glamenomics = After training bottles, roll 1d2. 1= half the result. 2= double the result.
Goose egg 1 = You’re okay, unless you hit zero or negative. If you did, you’re a bottle.
Goose egg 2 = You’re okay, unless you hit zero or negative. If you did, you’re a bottle.
Goose egg 3 = You’re okay, unless you hit zero or negative. If you did, you’re a bottle.
Goose egg 4 = You’re okay, unless you hit zero or negative. If you did, you’re a bottle.
Goose egg 5 = You’re okay, unless you hit zero or negative. If you did, you’re a bottle.
https://terrarp.com/db/ooc/dd2-expertise-list.png (Expertise Sheet for Flavors)
The Character Sheet Template:
Round Starting SP: 300
[+Round Regeneration]
[-Purchases]
Round Ending SP:
*****
Current San-Delusions:
[Blank]
Current Specialized Expertises:
[Expertise Name] & [Number of Bonus Dice]
*****
Training Roll Results:
[Expertise Name + Roll Result]
****
Other Roll Results:
[Thing + Roll Result]
The Character Sheet Template:
Round Starting SP: 300
[+Round Regeneration]
[-Purchases]
Round Ending SP:
*****
Current San-Delusions:
[Blank]
Current Specialized Expertises:
[Expertise Name] & [Number of Bonus Dice]
*****
Training Roll Results:
[Expertise Name + Roll Result]
****
Other Roll Results:
[Thing + Roll Result]
Last edited:




