I've noticed there's a surprising lack of unarmed "weapons" in Shadowrun. The Hardliner gloves are pretty much a bare-bones modification, and I'm honestly surprised there isn't more basic things like brass knuckles.
But there -is- shock gloves. But I've never been totally clear on how they work. Do they... Add that damage to punches? If I roll to attack with them, should I add extra hits on the roll to their electrical damage? Or would it just apply to any "normal damage" dealt if the character is punching while discharging the gloves? Is that even possible? Or do they not work that way (if the electricity comes from the finger tips or palm, it'd be very hard to hit someone hard enough to hurt them while electrocuting them).
What about stuff like the core rule "Use a called shot to increase the DV of an attack by up to +4, but take an equal penalty to your attack roll"? It doesn't seem too unreasonable for there to be more painful places to shock, and rules as written it works (but I've always been a much bigger Rules As Intended kind of girl).
Finally, what if a player said they wanted a way to "overcharge" the gloves? Maybe a small increase in damage for a dramatic reduction in "ammo capacity". I got the idea from the mention of the StimmTouch Hosiery from Attitude. The shadowtalk mentions that sort of thing for something that doesn't normally even do that. It, to me, sounds exactly like the sort of clever (mis)use of technology a runner should pull off. But electric damage is something to watch out for as a GM, I understand (judging from the discussions of the ammo that shall not be named).
How do you handle them in your games? And while we're on the subject, how do you handle similar "frankentech" that your characters might come up with, hoping to make modifications to objects, armor, and weapons that's not listed in the books?