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Dorf_Jumper

Jump Chain Energy Sources

Sep 29th, 2014
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  1. Energy Sources and their accompanying regeneration options:
  2. -Note that I am only listing abilities and less common recovery items. I won't be listing Mana Potions a dozen times.
  3.  
  4.  
  5. Pokemon Aura and Psionic abilities which cap out at the level of a Ludicaro and Gardevoir. Technically no “Energy Pool” mentioned but can be assumed to gain a PP pool to use Pokemon like moves that grows with training?
  6. -No known ways to recover except possibly sleep.
  7.  
  8. Infamous elemental abilities; recharged by various means related to power.
  9. -Autocharge: Fully recharge in 10 days
  10. -Bioconverter: Restores ½ your energy by being left in the sun for a day.
  11.  
  12. Pokemon Mystery Dungeon move Pool; recharged by resting?
  13. -Multitalented: Your PP reserves are 50% larger and you only need 4 hours of sleep.
  14. -Synchronized Soul: Double Stamina and HP Recovery when next to partner.
  15.  
  16. Final Fantasy Tactics MP Pool; Recharged through resting normally.
  17. -Replenish MP: You draw on Mist to max out your MP Pool within a minute of not doing anything. A bit different then most systems as your MP normally starts at 0 and increases during combat.
  18. -Blood Price: Lets you spend half the normal MP cost by sacrificing HP.
  19.  
  20. Fire Emblem has Mana? Only a couple boosts were listed. Assuming rest replenishes your MP.
  21. -No recovery items or abilities listed.
  22.  
  23. KotOR has the Force; while there is no defined pool of energy its assumed it can be tiring.
  24. -No recovery items or abilities listed.
  25.  
  26.  
  27. Red Alert 3 has Psionics; no pool listed but assumed it can be tiring.
  28. -No recovery items or abilities listed.
  29.  
  30. Adventure Time has Wizards and magic; no pool listed and not known to be taxing or tiring.
  31. -No recovery items or abilities listed.
  32.  
  33. Bioshock has EVE to power Plasmids; normally recovers after injecting yourself with more.
  34. -Booze Hound: Drink alcohol to recover EVE (Did someone day Drunken Master?)
  35. -Cure All: Using healing stations also heals your EVE so limited use outside Bioshock unless you bring a healing station with you. Possibly in your Warehouse?
  36. -Elemental Sponge: Regain EVE when you take Damage from an elemental source; immunity to a source of elemental energy negates EVE recovery from that source.
  37. -EVE Link: Regain EVE whenever you use a Medkit. Possibly other healing items can be used as substitutes?
  38. -EVE Saver: Use less EVE when using Plasmids.
  39. -Extra Nutrition: Eating food now heals and restores EVE.
  40. -Fountain of Youth: Water now slowly recovers HP and EVE.
  41. -EVE Hypos: Injections of EVE.
  42.  
  43. DC Jump has various powers and no obvious power pools; assumed use of powers is tiring and rest recovers your energy.
  44. -Power Ring: A lantern Ring that comes with a Lantern for recovery.
  45.  
  46. Digimon has the Spirit Warrior Form but no known energy pool; assumed to be tiring and recovers with rest.
  47.  
  48. Dragon Age has magic and a mana pool; normal recovery with rest.
  49. -No recovery items or abilities.
  50.  
  51. Fire Emblem has magic and assumed mana pool; normal recovery with rest.
  52. -No recovery items or abilities.
  53.  
  54. Generic Magical Girl Jump doesn't specify a energy source; powers listed as being tiring and assumed to recover energy with rest.
  55. -Item of Power: Can have an different powers. Possibly one to recover energy.
  56.  
  57. Iji is noted to have energy and are assumed to have a limited supply; recovery over time or from a source?
  58. -Nanomaster can drain energy from others. (Most likely only electricity but can pair well with other Jumps that require electricity and those with ways to convert it.)
  59.  
  60. Jojo's Bizarre Adventure has Hamon and Ripple; replenishes over time and through absorbing sunlight.
  61. -Solar Meditation: Noted to be able to replenish the energy of your other abilities through sunlight.
  62. -Ripple Mastery: Has a variety of effects and the ability to experiment. Possible use to regain energy faster.
  63. -Stands: Have a wide variety of effects. Entirely possible to have one that recovers your energy, drains energy from others, and other effects.
  64. Red Stone of Aja: Noted to increase the power of sunlights effect on Hamon. Possibly also speed of energy recovery?
  65. Arrowhead: Noted for its ability to increase the power of Stands thus their potential power recovery.
  66.  
  67. Marvel Jump has many possibly energy pools; assumed for most to recover over time and with rest.
  68. -No recovery items or abilities.
  69.  
  70. Megaman X has energy pools and is assumed to be electrical; possibly recovers over time with internal generators and from outside sources.
  71. -Elemental Affinity: You get a storage device that recharges over time and can be used to absorb your related energy type.
  72. -Power Cell 2: Doubles your energy pool and fully recharges in 48 hours.
  73. -Kinetic Coil: Turns impact damage and damage from some attacks into energy.
  74.  
  75. Metal Gear Rising doesn't really have energy pools but assumed that some cyborgs have batteries or the like; normal recharge over time through generators or outside sources.
  76. -Specialized Cyborg Body: You get an unnamed Gimmick. Possible use is energy recovery or draining?
  77. -Zandatsu Approved: You get a specialized body with a specific gimmick. Also the ability to drain other cyborgs for health regen and energy.
  78.  
  79. Ravenloft has Magic, Psionics and Divine Powers though not noted to be drawing from pools of energy; recovery depends on the source.
  80. -No recovery items or abilities.
  81.  
  82. Elder Scrolls has magic and mana pools; recovery over time with rest.
  83. -Highborn: You gain more magika and use less.
  84. -Alter of Spellmaker and Spellmaker: The ability to make spells and make them efficient. Potential to create spells to recover other forms of energy?
  85.  
  86.  
  87.  
  88. LoSS has Elemental powers noted to be quite draining so an energy pool is assumed; energy regained through special orbs and resting.
  89. -Elementalism: Just noting you can have 3 elements.
  90. -Elemental Synergy: Boosts your effectiveness and lets you mix your other energy sources with your chosen elements. Potential for recovery being using other sources.
  91. -Dragon Clusters: Gained for completing the Jump, restores HP, Energy and Mana. Resupply every 24 Hours.
  92.  
  93. Dark Sun has magic and psionics; magic is specialized in that it draws energy from plants. Noted as Defiling/Preserving.
  94. -Magic: You get a limited number of spells per day and an additional number of spells per intelligence boost from previous Jumps.
  95. -Psionics: You have a limited reservoir to draw on which increases with training. Increased pool of power with each Willpower boost from previous Jumps.
  96. -I Live to Serve: Not drawn from your own power pools but from a 'God'. You can access more powerful spells over time and with training/favor. Memory increases from previous Jumps increase how many spells you can cast. Potential to help replenish other sources.
  97. -Apprentice: You must have Psionics and Magic. You gain training from a Dragon Monarch. This has no listed potential to boost energy sources or recovery but training under a Master should increase these.
  98.  
  99. Dresden Files has magic which is draining on the user on assumed to have a Mana Pool; recovery with time and rest.
  100. -Big Battery: Gain a much larger pool of magic to draw on.
  101. -Deal with the Devil: A Fallen Angel can boost your magic with Hellfire. Has some serious drawbacks. Potential to become evil.
  102. -When There's Nothing Left To Burn: You get access to the Fires of Creation. Soulfire uses up your soul to empower your magic. You have a limited amount of soul to spend and regain spent soul over time. Try not to use it all for obvious reasons.
  103. -Force Rings: Lets you store kinetic energy over time. Not a direct source of power to recharge your energy pools but has synergy potential with other Jumps.
  104.  
  105.  
  106. Fairy Tail has magic and assumed to have mana pools; recovery over time with rest.
  107. -No recovery items or abilities.
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