Disease     Disease is fairly well-controlled in Lur-Asko - especially in cities - due to the prevalence of arcanists and elixirs. The Alacrian legacy of genetic engineering has purged most of the worst pathogens from the world and boosted the immunity of many sentient species. Still, a few illnesses remain to harass the continent, and there have even been several large plagues when unfortunate circumstances have outpaced the reactions of Medics and hedgedoctors. Adventurers who fail to being along precautions and treatments can find themselves in real danger, particularly in areas such as I'Gremsic swamps and Chthon's Stagnant Lake.

General Rules     Most diseases in Legends follow a similar pattern:
    -First, characters roll on CON to avoid contracting a disease they are exposed to. Exposure to disease (and whether or not it is contagious) varies. Hindrance or Easing may be applied if the GM deems the exposure particularly severe or minor. An interval is listed for how often the character must roll; consider if the character has been exposed since the last interval to determine if they must roll. With the exception of injury complication and Alacrian war fever, you cannot 're-contract' a disease you already have.
    -If failed, characters gain a degree of the disease, and must make further CON rolls at set intervals (usually daily). In some circumstances, certain diseases are higher than 1st-degree when initially contracted; in this case, they actually begin at 1st-degree, then gain 1 degree per hour until reaching the amount called for. This hourly process is halted early by anything which artificially places characters into recovery or removes a degree of disease.
    -Further CON roll failures increase the degree of the disease (if a higher one is listed), until a certain number of CON roll successes (the successes do not need to be consecutive; be sure to track your successes). At that point, the character begins recovery.
    -CON rolls continue to be made during recovery, but a degree of disease is removed for each success.
    -Depending on the disease, a character may gain permanent or temporary immunity to contracting it again after fully recovering. Characters who avoid contracting it in the first place do not receive immunity.

    For all diseases, especially severe ones, it is advisable to interrupt natural recovery with curing elixirs or Abilities. Degrees of disease have unfortunate effects, some are actually deadly, and many are difficult to recover from naturally. Because curing elixirs and Abilities amplify your immune system, you receive the same immunity after the disease is removed as you would if you recovered naturally.
    If your character dies solely as the result of a disease, they cannot be revived (since all curing elixirs and relevant Abilities work only on a living character).


Multiple Diseases     If your character has multiple diseases, all CON rolls related to disease receive 1 Hindrance for every extra disease you have beyond 1. This rule is not affected by the degree of each disease, and is in addition to any Hindrance effects from degrees.

Injury-Equivalent Degrees     Some degrees of a disease state that they copy the effects of a certain degree of Injury. If you also have an Injury of the same type, you add it to the degree of Injury effect called for by the disease to determine the total effect. The exception is any rule that calls for incapacitation, bleeding, or trauma; only degrees that truly arrive from injury cause those effects, and degrees arriving from disease are considered stabilized.
    All other listed effects of higher degrees completely replace the effects of earlier degrees.

Total Immunities     Non-organic characters are immune to all diseases in this chapter.
Treatment at Hospitals     If a diseased party lacks healers or elixirs, they can find help at city hospitals. Located in all the major cities of Lur-Asko, these institutions frequently employ “retired” Medics and Hedgedoctors.
    As a general rule (potentially modified in times of great disaster), hospitals will cure disease at a rate of 10 coins per 1 degree. This service inflicts 3 exhaustion per degree of disease cured.
    Hospitals also offer lesser services. Consult Conventional Medicine (Nature); hospitals offer both the first-aid and resting-healing aspects of that Ability (the latter requires you to remain in the hospital). Thanks to many philosophical charities and wealthy benefactors, this service is typically either free or costs only a handful of infras.

Diseases Injury Complication    This disease follows special rules for exposure; it is only contracted by failing a natural healing roll when you have at least 1 degree of injury (see Injury). Unlike most other diseases, it can be 're-contracted' during recovery if you have received new degrees of injury since your last natural healing roll; this does not add another degree, but only ends recovery. If you are healed to 0 degrees of injury while you still have this disease, you receive 2 Easing in its CON rolls for as long as you are uninjured. Depending on the nature of the injury, this disease might represent infected wounds, complex internal bleeding, lasting effects of poison, and so on.

Contracting
Gaining degrees
Recovery
Exposure:
-Always contracted if the natural healing roll fails by 20 or more.
-If the natural healing roll fails by less than 20, and you have not been treated by Conventional Medicine (Nature), roll d12 on CON to avoid contracting.
Initial degree when contracted: 1st
Interval: Daily
CON roll: d20
Successes to begin recovery: 1
Interval: Daily
CON roll: d12

Post-recovery immunity: none
Effects of degrees:

1st-degree:
You may not make natural healing rolls.
2nd- to 7th-degree: You may not make natural healing rolls. These degrees also copy the effects of Core Injury degrees.


City Sickness
    This disease is roughly analogous to Earth's common cold. Though more common in cities, it is also found in rural populations.

Contracting
Gaining degrees
Recovery
Exposure:
-Prolonged proximity to infected characters
-Time in crowds with multiple infected characters
Interval: Daily
CON roll: d12
Initial degree when contracted: 1st
Interval: Daily
CON roll: d12
Successes to begin recovery: 2
Interval: Daily
CON roll: d12

Post-recovery immunity: 20 days
Effects of degrees:

1st- to 2nd-degree:
Adds 1 Hindrance to any roll on STR or DEX.
3rd- to 4th-degree: Adds 2 Hindrance to any roll on STR or DEX.
5th-degree: Adds 2 Hindrance to any roll on STR or DEX. You gain 3 minimum exhaustion for every day you remain at this degree. The minimum is removed upon reducing your degree.


Winter Plague     This disease is roughly analogous to Earth's influenza. Though it is an iconically Hal'Tayatic problem, outbreaks can occur in any realm.

Contracting
Gaining degrees
Recovery
Exposure:
-Prolonged proximity to infected characters
-Time in crowds with multiple infected characters
-More common in cold environments
Interval: Daily
CON roll: d12
Initial degree when contracted: 1st, plus another degree
for every 3 by which the contracting CON roll failed
Interval: Daily
CON roll: d20
Successes to begin recovery: 1
Interval: Daily
CON roll: d12

Post-recovery immunity: 120 days
Effects of degrees:

1st-degree:
Adds 1 Hindrance to any roll on STR or DEX.
2nd-degree: Adds 2 Hindrance to any roll on STR or DEX.
3rd-degree: Adds 3 Hindrance to any roll on STR or DEX. You gain 5 minimum exhaustion for every day you remain at this degree. The minimum is removed upon reducing your degree.


Stagnant Lake Syndrome     The waters near the Alacrian city of Rédix teem with deadly contagions presumably leaking from the city's ruined gene labs. The strains of viruses currently dominant in the Stagnant Lake area are terrifically dangerous, and any expeditions to the area are advised to bring their own water supply.
    Fiend-type animals are immune to this disease. Adlet receive 2 Easing in all CON rolls related to it.

Contracting
Gaining degrees
Recovery
Exposure:
-Contact with water in the vicinity of Chthon's Stagnant Lake
Interval: Daily
CON roll: d20
Initial degree when contracted: 1st, plus another degree
for every 4 by which the contracting CON roll failed
Interval: Daily
CON roll: 2d20
Successes to begin recovery: 1
Interval: Daily
CON roll: d20

Post-recovery immunity: 2 days
Effects of degrees:

1st- to 6th-degree:
These degrees copy the effects of Core Injury degrees.


Fiendish Mindrot     The most quickly-lethal disease in Lur-Asko, this virus is thankfully incubated only in the natural weapons of certain late-Third-Era fiends.
    Fiend-type animals are immune to this disease.

Contracting
Gaining degrees
Recovery
Exposure:
-Certain attacks from fiend-type animals
Interval: 1 round (5 seconds)
CON roll: 2d20
Initial degree when contracted: 1st
Interval: 12 hours
CON roll: 2d20
Successes to begin recovery: 1
Interval: Daily
CON roll: d20

Post-recovery immunity: 2 days
Effects of degrees:

1st- to 3rd-degree:
These degrees copy the effects of Perception Injury degrees.


Hellplague     Almost impossible to survive without intervention, this devastating bioweapon was deployed by Eer'Kalla during the Ternary War and Millennium War. It has since fallen out of favor due to the lasting immunity developed by those who receive treatment, but it can still wipe out the poorly-prepared.
    Vicars, Hellborn, and dracomorph-type animals are immune to this disease.

Contracting
Gaining degrees
Recovery
Exposure:
-Proximity to infected characters
-Airborne clouds deployed by Eer'Kallan bombs
-Water in Eer'Kalla
Interval: 3 hours
CON roll: d20
Initial degree when contracted: 1st, plus another degree
for every 4 by which the contracting CON roll failed
Interval: Daily
CON roll: 3d20
Successes to begin recovery: 2
Interval: Daily
CON roll: d20

Post-recovery immunity: Permanent
Effects of degrees:

1st- to 6th-degree:
These degrees copy the effects of Core Injury degrees.


Alacrian War Fever     This condition would be known as radiation sickness on Earth. In Lur-Asko, it gains its name from its association with Alacrian conflicts - particulary the Nucleonic War, but also later conflicts in which Exuro weapons were heavily used.
    Unlike most other diseases, contracting CON rolls can be repeated when the character already has war fever. This ends recovery and replaces their current degree with the initial degree called for by the new roll, if it is worse.

Contracting
Gaining degrees
Recovery
Exposure:
-Particle damage (see Energy Damage)
-Radiation hazards (see Environmental Hazards)
Interval: 15 minutes, often altered by other rules
CON roll: d12; may receive Hindrance from other rules.
Initial degree when contracted: 1st, plus another degree for every 4 by which the contracting CON roll failed. The standard 1-hour delay between disease degrees when contracting multiple degrees is also halved for every 4 by which the roll failed.
Interval: 12 hours
CON roll: d20
Successes to begin recovery: 2
Interval: Daily
CON roll: d20

Post-recovery immunity: none
Effects of degrees:

1st-degree:
Adds 1 Hindrance to any roll on STR or DEX.
2nd- to 4th degree: These degrees copy the effects of Core Injuries.
5th- to 6th-degree: These degrees copy the effects of two Core Injury degrees each.