Jump Chain

Selected Powers, Perks, Items, and Drawbacks

Jump Powers Perks Items Drawbacks

Available Jumps

Young Justice

Young Justice Jump

Points remaining: 1000

Powers

Super Strength (200 CP)
Flight (300 CP)
Telepathy (400 CP)

Perks

Fast Learner (100 CP)
Charisma (200 CP)
Master Strategist (300 CP)

Items

Basic Costume (50 CP)
Utility Belt (150 CP)
High-Tech Weapon (250 CP)

Drawbacks

Clumsy (+100 CP)
Arch-Nemesis (+200 CP)
Powerless (+300 CP)
Jump 2: Fantasy World

Fantasy World Jump

Points remaining: 1000

Powers

Magic (250 CP)
Elemental Control (350 CP)

Perks

Linguist (150 CP)
Master Craftsman (250 CP)

Items

Enchanted Sword (100 CP)
Bag of Holding (200 CP)

Drawbacks

Cursed (+150 CP)
Dark Lord's Target (+250 CP)
Jump 3: Sci-Fi Universe

Sci-Fi Universe Jump

Points remaining: 1000

Powers

Telekinesis (300 CP)
Time Manipulation (400 CP)

Perks

Quantum Physicist (200 CP)
Galactic Diplomat (300 CP)

Items

Personal AI (150 CP)
Faster-Than-Light Ship (250 CP)

Drawbacks

Hunted by Space Pirates (+200 CP)
Alien Physiology (+300 CP)