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Temporomorbidia

This article originally appeared in the March/April 2026 issue.

Authors’ Note: this article in no way reflects how the authors think the universe does work, they simply offer ideas for roleplaying about one way in which a gaming universe might work.

Temporomorbidia is the branch of medicine concerned with disease processes arising from temporal displacement and distortion. The underlying mechanism – often termed chronogenesis – is the causation of illness, harmful complication, degenerative change or other ill effect from travelling in Jumpspace, relativistic exposure, misuse or overuse of anagathic treatments and therapies, or more rarely via temporal manipulation (including time travel) or temporal anomalies. From the comparatively benign Jump Sickness to the lethal genetic Unravelling, temporomorbid conditions have been recognised if not always entirely understood since the first faster-than-light travel.

Temporomorbid disorders remain contentious within some scientific and medical circles. Critics argue that many reports are anecdotal or confounded by psionic, psychological or exotic causes. Nevertheless, the Imperial Interstellar Scout Service (IISS) and the Imperial Navy maintain protocols for handling and reporting suspected cases. Other neighbouring polities are thought to have have similar practices. Some universities (Roll 11+ for any given university) have medical departments which may include research into these areas but often under innocuous titles or as part of a department with a more mainstream focus.

DISAMBIGUATION: Chronopathetic – a disparaging term used by less salubrious media channels casting sufferers of temporomorbidia in a feeble light. It plays on the older term ‘chronopathy’ which has fallen out of use.

  1. Causes of temporomorbidia
    • Jump space travel
    • Faulty or miscalibrated Jump drives
    • Relativistic travel effects (via alternative FTL travel)
    • Wormhole or gate transits
    • Exposure to temporal dilation fields (from Ancient or experimental technology)
    • Temporal feedback during psionic experimentation or artifact contact
    • Time travel
  2. Temporomorbidia with predominantly physical effects
    • Jump Sickness
    • The commonest temporomorbid disorder and a reaction to FTL travel via Jumpspace; most travellers experience no more than mild symptoms, but misJumps may increase this. Researchers have posited specific causes such as brief exposure to exotic particles or the effects of subtle gravitational distortions that the human body isn’t able to handle.

      Choose severity by roll or character ENDurance:

      • Mild: Often linked to the body’s vestibular system and proprioceptors being momentarily overloaded by non-Euclidean space, leading to disorientation.

        DM -1 to all INT or EDU task checks for 1D6 hours after Jump.

      • Moderate: Symptoms include a more pronounced neurological response as the brain attempts to reestablish spatial and temporal coherence during or after a Jump. Nausea and migraines are the result of neurochemical imbalances caused by this rapid recalibration.

        Make an END or INT check (8+) after Jump. Failure results in 1D6 hours of nausea, migraines, disorientation and DM -1 to all checks.

      • Severe: Transient, localized disruptions in neural pathways caused by the stress of a Jump, and particularly a misJump may affect mental traits, temporarily amplifying latent psychological predispositions or creating novel, short-lived neural connections. Long-term issues might arise from subtle, cumulative damage to the brain’s temporal processing centres, causing a temporary claustrophobia, vertigo or time dislocation lasting 1D3 days. Long-term sufferers may develop quirks or need medication.

    • Jump Lag Syndrome (JLS)

      This is one of the most widespread temporomorbid conditions stemming from the disruption of the body’s circadian rhythms. Exposure to Jumpspace, in some patients, resets or confuses the master clock in the brain, requiring time to resynchronize with local time. Symptoms include nausea, sleep cycle dysregulation, and disorientation. Transient aphasia may also be experienced due to temporary disruptions in the language centres of the brain, possibly caused by minute fluctuations in neural activity or blood flow following entry into or exit from Jump. Severity increases with longer Jumps or older drives due to less efficient transitions through Jumpspace, leading to more prolonged or intense exposure.

      Immediately after Jump, an afflicted character must make a Routine END check (6+). Failure results in a DM -1 to all DEX and INT based checks for 1D3 hours due to nausea and disorientation. For longer Jumps or older drives, the difficulty level of the task may be increased.

      For 1D3 hours after a Jump, the character suffers DM -1 to SOC and INT checks due to temporary difficulties with recall or expression (aphasia).

      For 1D6 days after a Jump, the character suffers a DM -1 on any tasks performed during their normal sleep cycle due to disrupted sleep patterns. This can be mitigated by proper rest or certain medications.

      NOTE: The duration of these effects may be extended if the Referee determines that circumstances warrant.

    • Parachronal Tremors

      Temporal micro-seizures (TMS), including muscular spasms, brief déjà vu loops and time perception anomalies (TPA). The TMSs are brief, localized bursts of asynchronous neural activity. These affect the brain’s perception of time resulting in muscular spasms and the loops. Indeed, The Loops is a somewhat disparaging label for sufferers. The TPAs are believed to be due to the irregular firing of neurons involved in sequencing and timing events in the brain; research is ongoing. This is often misdiagnosed as psionic disorders or epilepsy which points to the subtle neurological nature of the condition. Game effects are left to role-playing but might include momentary distractions during combat (lose a Minor Action), task check (ignore result and reroll regardless of Success or Failure, but with another time increment) or flashbacks of déjà vu (player or referee reminisces for a moment about an earlier event).

    • Time Reversal Lesions

      Microscopic cell structure reversed aging or improper entropy flow (often documented in survivors of misJump events) leading to tissue instability. Usually considered to be a result of exposure to exotic energies or distortions due to the misJump (or misalignment) that directly interacts with the fundamental biological processes within cells. At a cellular level, this involves the misfolding of proteins and/or the reversal of metabolic pathways leading to tissue instability. This disruption is fatal if systemic. Game effects are left to role-playing but include faster healing (or alternatively faster healing and physical frailties or complications during healing), the automatic pass of an aging roll or even two aging rolls per four years being required. In other words the referee should determine whether the reversed aging is a benefit or causes problems or a mixture of pros and cons.

    • Chrono-Neural Inversion

      Localized regions of the brain begin to process entropy in reverse. This is a result of radical alteration of neuronal polarity or the direction of neurotransmitter flow in specific brain areas. The flow of memory, perception and impulse becomes retrocausal. In other words, memories form before stimuli and neural signals travel backwards along synaptic pathways (this is indicated by neural pathways firing in reverse order). Symptoms include immediate disorientation and aphasia, involuntary motor loops, temporal hallucinations (patients ‘remember the future’ or ‘forget the present’), sudden neurogenic shock and incompatible EEG signals (described as ‘inverted wave forms’ reflecting this reversed neural activity). This can be terrifying and, briefly, disabling. Postmortem reports are inconsistent but have included disruption of hippocampal chronoproteins, reversal of glial degradation markers, desynchronization of hemispheric communication and rapid cellular breakdown.

      When attempting to recall a specific event, the Referee may call for an Average INT check (8+). Failure indicates the character recalls a future event related to the memory they are trying to access, rather than the memory itself. This ‘memory’ may be fragmented or confusing.

      In fast-paced situations (such as combat), the character may suffer a DM -2 on Initiative checks. Additionally, the Referee may occasionally rule that the character’s actions occur slightly after the intended trigger, or even perform a related but opposite action, reflecting the reversed flow of neural impulses.

      The character periodically experiences temporal hallucinations. The Referee may describe brief, confusing flashes of ‘remembering the future’ or ‘forgetting the present’ (see above). This will likely manifest as déjà vu for events that haven’t happened or a complete inability to recall recent events. Impose a DM -1 on any task check requiring short term memory immediately following a hallucination; this lasts 1D3 rounds.

      NOTE: Referees should exercise caution in using this type of disorder in gaming and only in agreement with players that they are comfortable with such effects. There is also the danger of a referee ‘railroading’ a player with remembrance of ‘future events’ so there needs to be an element of trust and flexibility between player and referee as to what that means for role-playing rather than strict event sequences.

    • Temporo-Immuno Collapse Syndrome (TICS)

      A hypothetical disorder suspected in patients who undergo multiple (emergency) Jumps in rapid succession; the immune system appears to ‘forget’ exposure history disrupting the temporal indexing of immunological memory cells. Patients’ immune systems either fail to recognize previously encountered pathogens (leading to opportunistic infections) or misidentifying their own tissues (leading to autoimmunity). Temporal stasis therapy or psionic stabilization has been suggested as possible treatment as it attempts to restore the corrective temporal sequencing of immune system processes.

      DM -2 on END checks to resist contracting diseases as the immune system struggles to recognize and fight off pathogens.

      At the start of each week there is a 1 in 6 chance that the character experiences a temporary autoimmune reaction resulting in a DM -1 to a random physical characteristic (STR, DEX or END) for 1D3 days. This represents the immune system misidentifying and attacking healthy tissues.

      The character’s ability to recover from injuries is also compromised. They take twice as long to heal naturally or benefit from basic medical care unless the treatments have advanced (TL16+) temporal or psionic components.

  3. Temporomorbidia with predominantly psychiatric effects
    • Chronophobia

      Fear of FTL travel; some travellers experience Jumpspace as an existential horror whether from trauma, cultural belief or a sensitive nervous system. It may be a learned response to traumatic Jump experience or a more primal reaction to the non-intuitive nature of Jumpspace. Sensory input becomes overwhelming and perceived as a threat.

      Any time Jump travel is imminent, make a SOC or SaniTY check (8+). Failure results in a panic attack (from psychological stress) and refusal to board a starship or a need for sedation or suffer DM -2 on all task checks during the Jump week. In addition, there may be an OCD (Obsessive Compulsive Disorder) element to the traveller’s anxieties. Make the same SOC or SaniTY check each day of Jump; failure indicates a roll on the following table:

      Chronophobia Effects
      1D Effect
      1 The traveller has to check multiple (1D+2) times on the credentials of the captain of the ship.
      2 The traveller has to check multiple times on the credentials of another member of the crew; most typically the engineer (or chief engineer) but may randomly be anyone.
      3 The traveller has to check multiple times on the flight worthiness of the ship.
      4 The traveller has to check on the security/functionality of all doors and airlocks on the ship.  This may include the use of Electronics or Mechanic to check locked doors or airlocks.
      5 The traveller has to check on some aspect of the ship’s equipment – even if it is nothing to do with flight safety.
      6 The traveller pesters other passengers/crew for information/reassurance/random subjects.

      Severe cases may require medical sedation or therapy before Jump travel is possible. Travellers with psionic abilities may be able to cushion the effects either by providing a greater degree of mental stability or allowing for a degree of mental shielding.

    • Jumpspace Insanity

      More properly, Chrono Affective Disorder (CAD). CAD is a persistent emotional flattening or melancholia and temporal disassociation (feeling “unstuck in time”) seen in long-service scouts or long-distance couriers and travellers. It is a form of chronic stress-induced neurological fatigue, affecting brain regions involved in emotion regulation. The constant exposure to the temporal anomalies of Jumpspace lead to a kind of emotional burnout.

      DM -1 on any SOC task (or activities requiring empathy, enthusiasm or conveying strong emotion).

      DM -1 due to temporal disassociation on any INT or DEX tasks where precise timing or a strong sense of temporal sequence is crucial (such as piloting during evasive manoeuvres, performing complex repairs under time pressure or recalling events in chronological order).

      DM -1 in combat or other stressful situation on any Leadership or MoRaLe checks due to the character having a harder time rallying themselves.

      NOTE: Referees should exercise caution in using this type of disorder in gaming and only in agreement with players that they are comfortable with such effects.

    • Jumpspace Malaise

      A transient neurophysical and chronobiological disorder observed in individuals following exposure to faster-than-light travel via Jump technology. It is characterised by profound fatigue, cognitive slowing, autonomic instability and mood dysregulation occurring within minutes to hours after Jump emergence. Although the precise aetiology remains under study, one working theory is that Jumpspace transit briefly desynchronizes neuroelectrical activity from local spacetime conditions, although evidence remains thin. Game effects consist of STR-1, END-4 for 2D6 days.

    • Psionic Feedback Syndrome

      This affects sensitive individuals, especially those with Telepathy or Awareness. Characters experience adverse feedback from Jump transitions, temporal anomalies or other psionic fields; often described as a psionic migraine, scrambled cognition or muddled time-sense.

      PFS is triggered by Jump travel, temporal artifacts or failed psionic task checks in the vicinity of the sensitive individual.

      • Mild: DM -1 to all PSI task checks for 1D6 hours.
      • Moderate: Confusion, auditory/mental hallucinations. Pass an END or INT check (8+) or suffer a Bane on all INT or PSI tasks for the day.
      • Severe: If suffering from a prior psychic events, the character may develop temporary telepathic noise (random thoughts from others in the vicinity), time echoes (hearing/seeing future/past events) or need psionic damping.

      (see example of Kara Veylan)

    • TICS – see above.
  4. Social & cultural effects of temporomorbidia
  5. Effects of these pathologies may not be limited to medical morbidities. This list is not exhaustive but offers options referees should discuss with players.

    • Time-sick stigma – those with symptoms such as disorientation, memory loops or déjà vu episodes may be considered unreliable or mentally unstable.
    • Employment bias – military personnel may be denied high-risk starship postings; veterans of the Scout Service, couriers or Naval personnel with temporomorbid diagnoses may find it harder to secure civilian work – particularly in fields requiring memory precision or high cognition flow (e.g. law, science or psionics). There are veterans’ advocacy groups and movements pushing for recognition of such disorders as real medical conditions where they are considered psychosomatic or ‘minor’. Travellers may occasionally encounter memorials to those “lost to the invisible wounds of the void”.
    • Insurance denial – travellers with a temporomorbid history may be denied Jump insurance. Some megacorporation insurers require regular scans and stability assessments.
    • Advocates in some legal jurisdictions have argued that their client’s chrono-neural instability whilst perpetrating a crime absolves them of responsibility.
    • Some cultures and worlds adopt ‘purification rites’ after multiple Jumps which might include anything from meditative alignment techniques to symbolic reset practices (e.g. walking backwards into a room or untying knots). There is plenty of research, genuine and dubious, looking into such ‘treatments’ and how effective or not they are.
    • Some spacers and other travellers wear charms or use scented oils to anchor themselves in the present. Some develop folk-tech like ‘entropy-catchers’ which may be purely placebo or provide psychological comfort.
    • Clinics have arisen offering everything from sleep therapy to ‘grounding’ after Jump travel. There is little evidence to suggest these are medically valid. “Jump-chasers” maybe found in starports offering all kinds of remedies.
    • There are many religious responses such as temporal fatalism cults (Jump/time sickness as a sign of enlightenment/punishment) with believers embracing the condition as divine or fated; some even seek exposure.
    • Various holodramas and other arts use chrono-sickness tropes with time dislocation a popular theme, “the sophont who forgot tomorrow” or “the Jump-lost lover” as classic tragedies.
    • Some artists suffering from temporomorbidia are able to create non-linear works – such as poems that can be read forwards or backwards or holofilms with shifting timelines and repeated events. Some critics say this is just fashion.
    • Many travellers employ Jump journals as memory anchors or ‘truth entries’.

  6. Diagnosis and Treatment
    • On low-tech worlds, Jump induced disorders may be interpreted as possession, madness or alien influence. This can lead to quarantine, exile or mystical treatment.
    • On mid-tech worlds, temporomorbid symptoms are normalized and medication, therapy or ‘entropy-balancing supplements’ are common; with varying degrees of effectiveness.
    • On higher tech worlds, detection is usually by chronoscans (TL14+), neuroimaging with temporal-phase filters (TL15+) and tissue entropy readings. Treatment is largely symptomatic; advanced cases may require temporal stasis therapy, psionic stabilization (Zhodani Consulate) or experimental phase-alignment drugs (TL16+).
    • See Healthcare in JTAS [Mongoose] no.13 for details on healthcare provision.
  7. Notable Incidents or Individuals
    • The Khesh-Hardi Expedition of 1089, a joint academic (University of Regina) and IISS survey mission, reported five fatalities from the 14 personnel of the ISS Ormenhass from what was believed to be chrono-neural inversion following the exploration of a suspected Ancients installation.
    • The Solomani Rim survey ship Salinger was lost to a presumed Jump-phase loop; recovered flight recorders showed 128 days of internal logs for an in-system Jump lasting six standard days. One survivor, recovered from Low Berth, exhibited symptoms consistent with Chrono-neural inversion (CNI).
    • Echo Monks are individuals who have experienced CNI and are believed to “walk between moments”. They are consulted for insight or prophecy.
    • Chrono-Ascetic Orders reject Jump travel altogether believing it ‘fractures the soul’s timeline’. They live entirely with a single star system or travel slowly using sublight travel only.

    See also

    • Jumpspace Exposure protocols
    • Temporal Displacement Theory
    • Psionic Feedback Syndrome
    • Anagathics and Temporal Stability

Temporomorbidia Random Selection

It may well be preferable for referees (and players) to select a chronopathy that is of interest or relevance to role-playing or the adventure. However, the following table is offered for random selection:

Tempomorbidia Random Selection
2D Temporomorbidia
2 Psionic Feedback Syndrome
3 Jumpspace Insanity
4 Chronophobia.
5 Jumpspace Malaise
6 Jumpspace Sickness
7 Jumpspace Sickness
8 Jump Lag Syndrome
9 Parachronal Tremors
10 Time Reversal Lesions
11 Chrono-Neural Inversion
12 Temporo-Immuno Collapse Syndrome