The little song was cute.
The "Roll result" is rolled when the schematic is created, and the number of AP required to make it can then be calculated as:
AP to make =(((Bonus Points*2)^(1.5))/(Roll result*Workshop level)+0.5)^2
What is the dice of the roll? It doesn't say anywhere in the tutorial, I don't think. Also, I think schematics are potentially redundant with quality? As far as I can tell, the formula for the AP required for crafting an item/schematic doesn't use the Bonus Point, Quality or Time Factor formulas. So it's like there are two different systems here for crafting?
On another note, I'm a bit unsure of the mechanical purpose of the artifical organ? Is it just that you'll always have it on you, compared to an external injector? Are there certain effects which only work with the organ?
Overall the size of the bonus compared to our skills means that having a relevant item can easily increase our skill on a check by 50%. Very powerful. Also note: Rules as written, it's best not to bundle items if you don't have to, since bonus points are less costly in terms of AP in smaller batches. This is due to the 1.5 exponent for bonus points.
- Wait, where were you going to put this all?
Upgrading the apartment is possible but painfully expensive- it would cast half of our expected income per week to maintain, and don't forget food and the maintenance cost of the workshop itself.
Requesting a space is a 44% chance to succeed, though that rises to 78% in two weeks when we've finished AI Protocols 3. Likely the most reliable option since we can repeat until we succeed for 1 AP. Being public is likely bit of an issue considering our primary source of income is a clandestine mercenary team, however. It's a bit counterproductive to have underworld contacts in general if you're a public person. I'm... neutral on this, not excited for it but it could work.
Exploring is very much a mystery box- yet for the cost of asking (1 AP per reroll) we could likely keep rolling until we get something acceptable? I think it's a better option for our situation in the long run, even it takes a little while to find something. Mind you, abandoned doesn't mean risk-free, especially since our combat skill isn't great, but for now I think it's more manageable than losing half our income or irreversably being on record.
[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.
[X] Animal Companion Implant: T3, Biology. Cost: 9, Benefit: ACI turns an animal into a loyal companion, allowing them to perform skill checks for you. Animal has skills based on inherent biology, and can be further equipped with items.
[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: A white, bone-like organic armour which is maintained, regenerated and grown with nutrients from the host body, providing a potent yet convenient defence. Inspired by the armadillo and pangolin, whose plate can deflect bullets. +X Defence, +Y HP.
[X] Enchanced Muscular Fibres: T3, Biology. Cost: 9, Benefit: Directly increases the strength of the wielder, making their blows stronger. +9 to Combat (Unarmed). Helps with carrying weight.
I'm all for the pocket monster route, so here are my suggestions! The idea is that instead of fighting ourselves (or learning tracking or something) we can either find or create an animal which we can use as a chassis for further implants and the like.
By the way,
@JayTar, if we wanted to create a creature in a lab, what kind of tier would that be? Also, how fantastical are we allowed to be for our ideas? There's a bit of a gap between "near-future science" and "mad science", after all.
[] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
...But training bonuses. Tempting.