<znip>
but to make you happy here is a small list for hands:
*clears throat*
Devil's Advocate mode engaged.
Pick your nose
Yep, I agree with this one. Not very useful in terms of actual game play, unless your character has the Compulsive Behaviour negative quality and his chosen mania is rhinotillextomania. And even then it's a bit of a stretch...
Pick someone else's nose
Ah, remember the old adage: "You can pick your friends; you can pick your nose; but you can't pick your friends' noses." Again, not very useful in terms of game play...
pick up a small item
Picking up an item, whether it is small or large, involves FAR more than "just a hand". Forarm, upper arm, shoulder, most of the body if one has to bend down or otherwise move around to get to the item.
open a door
Completely disagree. If you had said "Twist a door knob", or "Manipulate a door handle", then yes, but opening a door involves the whole arm and perhaps more. If you actually needed to roll for opening a door, I would not give you the benefit of a STR9 cyberhand except for where holding on to the door handle was involved. I would average your hand with the rest of your limbs, however, as per the rules. I don't believe opening a door, no matter how heavy it might be, constitutes a coordinated effort to the degree that you'd have to use your lowest stat...
open a window
See above; depending on the window (sliding mechanism up/down, or swivel in/out, years of paint having glued it shut, etc), this could involve most of your upper body, and perhaps lower body as well if you're forced to, well, force it open.
operate a screwdriver
Again, incorrect. A screwdriver very often requires a degree of lateral force to operate optimally; try screwing in a 2" wood screw into a 2x4 without leveraging ANY weight on the screwdriver. More than likely, the bit'll just slide around in the grooves. Once you lean your weight onto it using your whole arm and upper body, however...
hold a small object
I'll give you this, but only just. It would depend on HOW you're holding it. Even a $100 bill becomes impossible to hold after a very short time if your arm is stretched out to your side.
open a small container
Nope. Most containers would require TWO hands.
small scale repair work
See above; while your dexterity with one hand might be improved, soldering (for example) still requires two hands (one to hold the iron, the other to hold the solder).
flip someone a cyber bird
Agreed, but when would you ever make a player roll for flipping someone the bird? He critically glitches, and he doesn't even manage to lift his middle finger? (FINGER TOO HEAVY!)
pick your ear
See pick your nose...
pick someone else's ear
Again, see pick pick your nose (and someone else's nose).
smoke a cigarette
Once again involves the whole arm at the very least. And really, this requires a test in your games? Remind me never to play with you if it does...
hold a container to drink
See holding a small item, above. Also requires the whole arm.
sexual foreplay actions/self release
Heh, if you claim that you can do this with just your hand you need to make some instructional videos. Why do you think a medical condition called "Tennis Elbow" exists. Let me give you a hint; it's not because nearly every single person in the world plays tennis (natch!).
place a small item
Depending on placement, could involve the whole body. I'll give you this as a partial, because I might make someone roll to gingerly place an explosive device, for instance, and I would average the stats of their cyberhand with their natural agility.
move or relocate a small item
See above, place a small item.
give someone the "hand" to talk to
And finally, once again, really? Your games must devolve into some seriously HORRIBLE amounts of dice rolling...
Disengaging Devil's Advocate mode.
All right, so what you gave us was a list of actions that most GMs, in my not so humble opinion, would never in a million years make a player roll to perform.
How about you come up with a list of just 10 actions that can be unequivocally performed with just a single hand, that you'd actually make someone roll for. I tried, but failed miserably.
Partial limbs also bring up another mathematical annoyance; how do you average limbs? If you have a single cyberhand, it's fairly straight forward. But if you have two or more partials, do you then start breaking each limb down into individual components?
It's unclear whether or not you should always factor in head and torso for the purposes of averaging, so for full limbs the GM might make you average 4, 5, or 6 limbs. If you were to break that up into sub-components (hand/foot, forearm/lower leg, upper arm/upper leg), the math starts to become problematic, as you're now looking at a potential 12, 13, or 14 entities.
This is important as the effectiveness of a cyberlimb isn't majorly affected the more units your average across. Example; AGI 3 and STR 3 character with an AGI 7 and STR 7 (keeping within maximum augmented limit for purposes of this discussion) full left cyberarm.
For the purpose of firing a machine gun from the hip (an arguably complex action but not complex enough to my mind to require "careful coordination", hence resulting in averaging stats of all limbs), a character could claim to have either:
(7+3+3+3) / 4 = 4
(7+3+3+3+3) / 5 = 3.8 (rounded up to 4)
(7+3+3+3+3+3) / 6 = 3.66...7 (again rounded up to 4)
Cool, fairly straight forward, no real difference there.
Same thing if the character only had a AGI 7 and STR 7 cyberhand:
((7+3+3+)3+3+3) / 6 = 3.66...7 (again rounded up to 4)
((7+3+3+)3+3+3+3) / 7 = 3.57 (again rounded up to 4)
((7+3+3+)3+3+3+3+3) / 8 = 3.5 (again rounded up to 4)
Add in a second cyberhand with the same stats, and you'll see the same behaviour:
((7+3+3+)+(7+3+3)+3+3) / 8 = 4
((7+3+3+)+(7+3+3)+3+3+3) / 9 = 3.88...9 (again rounded up to 4)
((7+3+3+)+(7+3+3)+3+3+3+3) / 10 = 3.8 (again rounded up to 4)
So, what has all this complexity resulted in? Mechanically, nothing. Can we all agree that this minutia adds needless complexity to an already complex game?
Immersion breaking as it is for some, averaging across more than 4 is very rarely going to get you a different result than just keeping it simple, unless you go to extremes.
In any case, my previous point still stands; we can all come up with what we as individuals think of as logical or common sense solutions to the question of "What constitutes careful coordination?", and "What actions can be performed with [insert limb here]?", but that doesn't diminish the fact that there is a lot of ambiguity around these rules. As my deconstruction of Reaver's argument show, even though it was overly dramatically done, some really petty arguments can be made, and at SRM games I wouldn't take cyberlimbs for
this very reason. Ask yourself; is a rule well designed when players (even if it is just a few, I have no stats to back up my statement here) are reluctant to take items affected by said rule because the rules are vague?