To control where a bump map affects a object, all you have to do is is multiply the mask by the bump map. Let me explain.
See a bump map is 1-0, white to black. White is up, black is down and 0.5 is no change.
So when you have a bump map, like this scratches image its values are affecting the perceived height of the surface, if you make more of that image 0.5 (gray) then there will be no change in the bumps.
This is where the mask comes in to play, it too is just a 0-1, black and white image (or procedural texture) in this case. So multiplying the two makes all the places where the mask is black, black; and where the mask is white the bump map stays unchanged.
This goes back to basic math 0*x = 0
and 1*x = x
.
Last thing needed is to add 0.5 to everything, so the black (0) is neutral in the bump map.
Here are the cycles nodes. The two nodes outlined in red are the two math nodes used to multiply the mask and the bump map and then add 0.5 to neutralize it. The image texture is just the bump map, and the Voronoi Texture and color ramp define the black and white parts which act as a mask.
(old answer below, is about mixing shaders)
This is pretty easy to do in cycles. The procedural texture acts as a mask, that mask controls the Mix Factor between your base material, and the scratches.
In this picture I have my scratches image in a diffuse node plugged in the top Shader socket of the Mix node, and my base color in the bottom socket.
The procedural texture is the mix factor, after running through the ColorRamp node it get plugged in to the Fac socket of the mix node.
Instead of the normal value slider on the mix node here I am using the Voronoi Texture to define the black and white parts which act as a mask.