This Homebrew Content has not been reviewed in a meaningful manner. If you wish to review this content yourself, then see Untested for more details. |

Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Grand Army of the Republic (Part 2)
A new class of status effect for characters, Injuries represent lasting negative qualities similar to, but not quite as severe as Persistent Conditions. Characters suffering from Injuries are able to heal Hit Points and move back up the Condition Track as normal, but suffer effects listed within the particular Injury. The rules for removing an Injury are listed within each entry.
Partial Deafness Injury[]
Repeated exposure to deafening noises can eventually cause permanent hearing damage. If you are partially deaf, you suffer a -2 penalty on all Perception checks, except Perception checks made to Hear Distant or Ambient Noises, or Eavesdrop, in which case the penalty increases to -5. This penalty can be acquired twice, and its penalties stack. Wearing a Hearing Enhancer can cut the penalties in half (rounding up).
Any time you are moved down the Condition Track by Sonic damage, you suffer an attack against your Fortitude Defense with an attack bonus of +0, if the attack hits, you acquire this Injury. Exposure to a sonic-based hazard without ear protection can also force you to suffer an attack as described in the specific hazard. Examples might include moving down the Condition Track because of an Ithorian Bellow, being nearby artillery fire without ear protection, or working at a spaceport. It is possible to repair partial deafness with a Cybernetic Prosthesis. Successful Cybernetic Surgery removes the Injury completely.
Complete Deafness Injury[]
A deaf creature cannot hear, taking a -5 penalty to all Perception checks, and all opponents not within line of sight automatically succeed on any Stealth checks made against them. All checks and actions that rely on hearing (such as speaking or using a comlink) fail automatically, and specialized equipment for the deaf is bought (voice to Text Translator), which costs an extra 500 credits per device.
Any time you are moved to the bottom of the Condition Track by Sonic damage, you suffer an attack against your Fortitude Defense with an attack bonus of +5, if the attack hits, you acquire this Injury. Exposure to a sonic-based hazard without ear protection can also force you to acquire this condition. It is possible to repair partial deafness with a Cybernetic Prosthesis. Successful Cybernetic Surgery removes the Injury completely.
Limp Injury[]
Sometimes when characters sustain damage, it is so severe as to leave a lasting impact. Any time you are moved down the Condition Track from a Critical Hit that reduces your speed or causes you to fall Prone, you suffer from this Persistent Condition. You walk with a distinctive limp, and suffer a Medium Armor Check Penalty (-2 to speed and -5 to associated Skill Checks). This penalty stacks with any Armor Check Penalty you may suffer from wearing armor, and this penalty cannot be negated by taking the Armor Proficiency (Medium) feat.
To remove this condition requires a DC 15 Treat Injury check to perform the Perform Surgery application of the skill. This condition can be acquired twice, with the penalties stacking.