Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

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DecayWolf Oct 13, 2016 @ 1:52pm
Maximum karma points?
What I've googled seems to be 220ish, however it's not clear if those 220 are combinated with the 55 for the character creation or not. And how much does the expansion adds?

Another question.

What is better for a melee samurai +1 armor and movement speed or 15 hp?
How many karma points does 1 dodge worth?
By the way 1 dodge = 1 point per karma. / 1 karma point needed.
2 dodge = 2,5 point per karma. / 5 karma points needed.
3 dodge = 3,66 point per karma. / 11 karma points needed.
4 dodge = 4,75 point per karma. / 19 karma points needed.
5 dodge = 5.8 point per karma. / 29 karma points needed.
6 dodge = 6,83 point per karma. / 41 karma points needed.
7 dodge = 7,85 point per karma. / 55 karma points needed.
8 dodge = 8,875 point per karma. / 71 karma points needed.
9 dodge = 9,88 point per karma. / 89 karma points needed.
10 dodge = 10,9 point per karma. / 109 karma points needed.
11 dodge = 11,909 point per karma. / 131 karma points needed.
Ps: cyberware stuff or equipments that enhance quickness/dodge are not included due the fact I haven't played yet, so I don't know what is avaliable to get. Just a note that it can be a better ratio than what is displayed above, due 'free stat points' possibility
Last edited by DecayWolf; Oct 13, 2016 @ 2:30pm
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frdnwsm Oct 14, 2016 @ 7:54am 
Max Karma includes what you spend during character generaton. I think I got 221 on one run. There is 28 Karma available in the exended scenario; no hidden karma there.

Some Karma isn't worth trying for, unless your build has the needed stats as part of his/her build. For example, you won't be able to talk the the researcher in Prosperity Tower ... or even get off the elevator without a fight, for that matter ... unless you have a charisma of 7. It's really only worth going for if you are pumping up charisma anyway; if you are a Shaman, or a conjuring build, or a "face", for example.

Some karma only is accessible if you have specific etiquettes. Gang etiquette enables you to get 1 extra Karma on the first run to recruit Strangler Bao, for example.

You question re the Melee Street sam looks almost like you are trying to decide what totem to get. Personally, I always get 3 ranks of spirit summonng for all my folks, for the totem, and also to be able to summon the shrine spirits; those only last 2 rounds, and don't need skill in spirit control. For a melee type, I go for the extra armor and move.

I don't tend to get much dodge unless I am doing a ranged weapon user, since these types need quickness anyway. For a melee type, Heavy armor will be your friend, as will being hasted by your spellcasting comrades.

There are two types of melee build possible. Spell/Qi oriented, and cyber samurai. One needs WIllpower, the other needs cyber affinity. Both are effective; your call. Cyber costs cash, Qi casting costs Karma. Both of these are lmited.
Last edited by frdnwsm; Oct 14, 2016 @ 7:57am
DecayWolf Oct 14, 2016 @ 9:02am 
Yeah, I've the same mindset to unlocking the totem. I think 1 armor worth 5 hp more or less, don't know if 1 movement speed would worth 10hp. I don't think so, however 1 extra move speed for an melee build build sounds neat.
But no, I've started with a shaman/marksman build, although I was wondering an melee build for a next run perhaps, since it would be nice to have some knowledge about items avaliable and how much I would be abled to affort.

Dodge is always good, however I feel it's even more powerful/needed for melee/tank builds. I think any melee build should always get dodge at 2, dunno if it worth investing on 3+, unless you've choosen a premade class, starting with 3 on quickness, then dodge 3 would be viable, further than that, I really don't know if it's worth or not anymore.

Anyhow, thanks!
frdnwsm Oct 14, 2016 @ 11:00pm 
A summoning shaman is pretty useless; even with a ton of spirit control your spirits will break away in 3-4 rounds. The exception is if you take Dove as a totem. However, that means you have to stay within 3 squares of the summoned spirit, which can expose you to attacks. Also, the stronger fetishes are seriously expensive.

On the other hand, a non-summoning conjuring build (3 ranks of summoning, no spirit control, shrine spirits only) is good for buffing up fellow crew members. Haste and Barrier spells are always useful, and you can also learn Hermetic spells for extra buffing goodness. By the time you get to 8 charisma and conjuring ranks, you should also have Acid Bolt IV. With an Aim spell on yourself, that actually becomes a fairly formidable weapon.
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Date Posted: Oct 13, 2016 @ 1:52pm
Posts: 3