Great for wrestlers, judo masters, escape artists, and fighters of all types! Now you can lock the joints of your cyberlimb in place, preventing it from moving or being bent in a way it was never meant to bend! Or twist it into inhumanly possible angles.[1]

Game notes:

Double-jointing gives the cyberlimb extra pivot at the major joints, and may even allow it to bend fully backwards from its normal direction. A user of D-J arms will gain a + 1 to all Grapple, Hold, and Choke H-t-H attacks. He will also gain a + 1 to Escaping from said attacks for every set of limbs with the D-J option (arms, legs). Occupies half an option space. Surgery: N, HC=1D6/2 per set of limbs.[2]

Locking joints cannot be combined with any sort of double-jointing option. To move a locked joint is a Very Difficult (25+) Strength Feat skill check. Takes half an option space and affects the major joints (not the digits). REF is reduced by 1 with that limb for every joint locked-so if you lock your shoulder and wrist, .you are at -2 REF to all actions with that arm. It affects all major joints in the limb (arm: wrist, elbow, and shoulder; leg: ankle, knee, and hip). Surgery: N, HC=0.5.

With the rotation option, the wrist or elbow of your cyberlimb can tum all the way around. If not using hydraulic rams, crushing ability is reduced to that of normal hand. Punches are the same. This can add + 1 to rolls for escaping from bindings or making TECH-based adjustments/repairs in enclosed spaces. Takes half an option space in a cyberarm. Surgery: N, HC=2[1]

References

  1. 1.0 1.1 QUINTANAR, D. Chromebook Volume 4. 1st ed. Berkeley CA: R. Talsorian Games, 1996 (pg.6)
  2. Interface Magazine Vol. 1, No. 4 (pg.3)