Cybernetics and Martial Arts
CYBERNETIC LIMBS AND HANDS
The Strength Rating of individual cybernetic limbs or partial
cybernetics can be used on various techniques. When applying
subduing damage to an opponent, the character could use their
individual hand, arm, or leg Strength in the attempt, as various
choke holds can be done either with the arm (example: halfnelson)
or hand (example: trachea choke hold) or leg (triangular
choke hold).
HAND RAZORS, BLADES, AND SPURS
While these weapons work well in slicing up an opponent, they
are not compatible with all actions and techniques. For example,
when attempting to throw, grapple, subdue, or disarm an opponent,
the character does not get the cyber weapon specialization bonus
dice. Additionally, cybernetic weapons can be damaged and
broken in combat. This is especially true in Sangre y Acero style of
combat. Because the attack using a cybernetic melee weapon is
based on the Physical Limit of the character, it doesn’t make sense
to reduce the Accuracy of the weapon (that would be a Called
Shot to a location). Instead, a successful Called Shot reduces the
AP value by 1. If a cybernetic weapon is damaged more than once
this way, it can no longer retract properly (if said cyber weapon
was retractable). Damage to cyber weapons can only be repaired
by a cybernetic specialist at one tenth the price of the cyberware
being repaired and require a Logic + Cybertechnology [Mental] (10,
1 hour) Extended Test to complete.
SKILLWIRES
While skillwires help with the applicable skill rating for a
character, they cannot allow the use of martial arts techniques
without the character first learning the style and techniques
separately.