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* Fans of ''VideoGame/{{Blaseball}}'' have datamined the stats that govern a player's star rating. Who knew that [[Creator/WilliamShakespeare Shakespearianism]] was a factor in your pitching ability?[[note]]Blaseball being a WorldOfPun, it governs how often you're able to force double plays.[[/note]]
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Stake not Shrine


** The trend continues in the spin off/spiritual successor ''VideoGame/EldenRing'', changing the context of why we can respawn with lore reasons that the ''[[RunicMagic Rune]]'' that is apart of the titular ring and responsible for controlling death for all things has been stolen, so we as can not truly die. A new experience monetary hybrid known as "Runes" are pieces of the Elden Ring itelf, and the specialized item dropped by the boss that can be used to gain a lot of Runes or a special weapon/spell is now referred to as a "Remembrance". The game also gives us a replacement to the Estus with two variants based on if you're restoring health or "FP", like in Dark Souls 3. Known as the "Flask of Crimson Tears" for Health and "Flask of Cerulean Tears" for FP. Much like their Souls counterparts Flask can be upgraded, but now have a special enemy for each type spawn in the world, that if killed will restore a charge. Most notable change though is the bonfire replacement is called a "Site of Grace", a self-standing ray of golden light that appears at certain places and can point the player toward the next major objective in the area. Lore wise, the Grace is notable in that some {{NPC}}s mention how they use to be able to see the Graces, but can no longer though some will seek it out still. On top of all those, they've added mini-check points called "Shrines of Marika", which now allow those who wish to re-fight a boss after losing an easier and quick path back then coming from the nearest Grace. They've also added a new system of FP using skills called "Ashes" with two variants one to summon helpful monster {{NPC}}s known as "Spirit Ashes", notably separate from summoning {{NPC}}s like in other games and the other variant to give weapons special skills called "Ashes of War".

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** The trend continues in the spin off/spiritual successor ''VideoGame/EldenRing'', changing the context of why we can respawn with lore reasons that the ''[[RunicMagic Rune]]'' that is apart of the titular ring and responsible for controlling death for all things has been stolen, so we as can not truly die. A new experience monetary hybrid known as "Runes" are pieces of the Elden Ring itelf, and the specialized item dropped by the boss that can be used to gain a lot of Runes or a special weapon/spell is now referred to as a "Remembrance". The game also gives us a replacement to the Estus with two variants based on if you're restoring health or "FP", like in Dark Souls 3. Known as the "Flask of Crimson Tears" for Health and "Flask of Cerulean Tears" for FP. Much like their Souls counterparts Flask can be upgraded, but now have a special enemy for each type spawn in the world, that if killed will restore a charge. Most notable change though is the bonfire replacement is called a "Site of Grace", a self-standing ray of golden light that appears at certain places and can point the player toward the next major objective in the area. Lore wise, the Grace is notable in that some {{NPC}}s mention how they use to be able to see the Graces, but can no longer though some will seek it out still. On top of all those, they've added mini-check points called "Shrines "Stakes of Marika", which now allow those who wish to re-fight a boss after losing an easier and quick path back then coming from the nearest Grace. They've also added a new system of FP using skills called "Ashes" with two variants one to summon helpful monster {{NPC}}s known as "Spirit Ashes", notably separate from summoning {{NPC}}s like in other games and the other variant to give weapons special skills called "Ashes of War".

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OH ELDEN RING


* The Creator/FromSoftware ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but souls or go into a form of maddness known as hollowing. They also created an experience monetary hybrid the term Souls in VideoGame/DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Souls are given lore reasons for their purpose and dialogue suggest it's what keeps some of the merchants alive and sane. You can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, it is a rechargeable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions and all have their own rules some which can help you save other wise doomed characters or reach special areas other wise locked. Most in depth of all is the online multiplayer system which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
** Then in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more the experience monetary hybrid called Blood Echoes, with blood in that universe being a source of supernatural strenght. In the game's lore & story it's revealed later on, that it's from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the Franchise/CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel or respawn at via death or special items. Blood vials act as healing potions, with variations that act as temporary buffs and have lore specific purpose. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With other players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.

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* The Creator/FromSoftware ActionRPG Souls series gives a reason for respawning with you being cursed with a form of immortality that if you don't break you'll disappear into nothing but a stray bundle of souls or go into a form of maddness madness known as hollowing. They also created an experience monetary hybrid the term Souls and termed them "Souls" in VideoGame/DemonsSouls & the [[VideoGame/DarkSouls Dark Souls Trilogy]], Trilogy]]. Souls are given lore reasons for their purpose and dialogue suggest it's what keeps some of the merchants alive and sane. You can also use special souls received from bosses as a key to create special weapons that they wielded/based on them or just for more experience/currency. The main healing item in the Dark Souls titles is known as the Estus Flask, "Estus Flask", it is a rechargeable health potion that can be upgraded to give you more charges as well as become more effective. The usually automatic check points in modern games are places you must manually activate known as bonfires bonfires, which are given lore reasons as well. Instead of typical faction systems you get Covenants some of which that are almost pseudo-religions in the lore and all have their own rules rules, some which can help you save other wise doomed characters {{NPC}}s or reach special areas other wise otherwise locked. Most in depth of all is the online multiplayer system system, which explains itself through means of parallel worlds that exist beside your own that you can interact with in several ways. To explain it all in-depth would require a separate page to itself.
** Then In ''VideoGame/DarkSouls3'' , they've included "FP" or "Focus Points" Meter which is the From Software version of Magic Points but subtly different in that it used for the skill techniques that are arguably non-magical. This also comes with it's own Estus variant for restoring FP known as the "Ashen Estus Flask", which the lore treats like it's always existed and not special to the player character.
** Then,
in the spin off/spiritual successor title ''VideoGame/{{Bloodborne}}'' has more they replaced souls as the experience monetary hybrid called Blood Echoes, with "Blood Echoes", as blood in that universe being is a source of supernatural strenght. strength. In the game's lore & story it's revealed later on, that it's power is truly from [[spoiler: the blood of several [[EldritchAbomination ''Old Ones'']] straight out of From Software's version of the Franchise/CthulhuMythos]]. The Bonfires are replaced with Lanterns, but you can no longer rest at, only travel to and from the HubLevel HubLevel, a place called the Hunter's dream, or respawn at via death or special items. items which also tie into the lore. Blood vials act as healing potions, with specialized variations that act as temporary buffs as well and have lore specific purpose.purposes. Also it gives new context as to why you can die and respawn, namely [[spoiler: you're trapped in a living nightmare of the [[EldritchAbomination ''Old Ones'']] and the only way to get out is via killing the creatures who are 'dreaming' this world into existence]]. With other players & {{NPC}} helpers you can summon also being in that same situation, just their own variation of it.it.
** The trend continues in the spin off/spiritual successor ''VideoGame/EldenRing'', changing the context of why we can respawn with lore reasons that the ''[[RunicMagic Rune]]'' that is apart of the titular ring and responsible for controlling death for all things has been stolen, so we as can not truly die. A new experience monetary hybrid known as "Runes" are pieces of the Elden Ring itelf, and the specialized item dropped by the boss that can be used to gain a lot of Runes or a special weapon/spell is now referred to as a "Remembrance". The game also gives us a replacement to the Estus with two variants based on if you're restoring health or "FP", like in Dark Souls 3. Known as the "Flask of Crimson Tears" for Health and "Flask of Cerulean Tears" for FP. Much like their Souls counterparts Flask can be upgraded, but now have a special enemy for each type spawn in the world, that if killed will restore a charge. Most notable change though is the bonfire replacement is called a "Site of Grace", a self-standing ray of golden light that appears at certain places and can point the player toward the next major objective in the area. Lore wise, the Grace is notable in that some {{NPC}}s mention how they use to be able to see the Graces, but can no longer though some will seek it out still. On top of all those, they've added mini-check points called "Shrines of Marika", which now allow those who wish to re-fight a boss after losing an easier and quick path back then coming from the nearest Grace. They've also added a new system of FP using skills called "Ashes" with two variants one to summon helpful monster {{NPC}}s known as "Spirit Ashes", notably separate from summoning {{NPC}}s like in other games and the other variant to give weapons special skills called "Ashes of War".
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* Cirno, the main character of ''VideoGame/{{Touhou}} 12.8: Great Fairy Wars'', is a fairy who [[ResurrectiveImmortality always revives after dying]]. As such, it makes little sense for her to have a limited number of lives, so instead they're called "motivation" and expressed as a percentage (so she'd have 300% motivation instead of three lives, and drop down to 200% if she takes a hit). When you run out of motivation, Cirno [[AttentionDeficitOohShiny wanders off to do something else]].

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* Cirno, the main character of ''VideoGame/{{Touhou}} 12.8: Great Fairy Wars'', ''VideoGame/YouseiDaisensouTouhouSangetsusei'', is a fairy who [[ResurrectiveImmortality always revives after dying]]. As such, it makes little sense for her to have a limited number of lives, so instead they're called "motivation" and expressed as a percentage (so she'd have 300% motivation instead of three lives, and drop down to 200% if she takes a hit). When you run out of motivation, Cirno [[AttentionDeficitOohShiny wanders off to do something else]].
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On second thought, that's extraneous context.


* ''TabletopGame/TheOneRing'': "Endurance" points represent a creature's overall mental and physical capacity to keep going, so Endurance loss is distinct from a life-threatening "Wound". At zero Endurance, {{Player Character}}s only pass out; most enemies are generically "out of combat", whatever players want that to mean. Characters also take major penalties if their Endurance total falls below their Fatigue score.

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* ''TabletopGame/TheOneRing'': "Endurance" points represent a creature's overall mental and physical capacity to keep going, so Endurance loss is distinct from a life-threatening "Wound". At zero Endurance, {{Player Character}}s only pass out; most enemies are generically "out of combat", whatever players want that to mean. Characters also take major penalties if their Endurance total falls below their Fatigue score.

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* ''[[{{TabletopGame/Fate}} Fate Core'': Characters have two Stress meters for the physical and mental damage they can absorb without personal harm, which [[AfterCombatRecovery reset at the end of every Scene]]. Damage in excess of their Stress capacity inflicts Consequences with potentially much more long-term effects.

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* ''[[{{TabletopGame/Fate}} Fate Core'': ''TabletopGame/FATECore'': Characters have two Stress meters for the physical and mental damage they can absorb without personal harm, which [[AfterCombatRecovery reset at the end of every Scene]]. Damage in excess of their Stress capacity inflicts Consequences with potentially much more long-term effects.effects.
* ''TabletopGame/TheOneRing'': "Endurance" points represent a creature's overall mental and physical capacity to keep going, so Endurance loss is distinct from a life-threatening "Wound". At zero Endurance, {{Player Character}}s only pass out; most enemies are generically "out of combat", whatever players want that to mean. Characters also take major penalties if their Endurance total falls below their Fatigue score.
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* On ''National Lampoon's Funny Money'', a short-lived Creator/GameShowNetwork original where contestants competed to earn points related to standup comedy routines done during the show. Points were referred to as the extremely unwieldy "X billion National Lampoon Funny Money Dollars" (or "[[EleventyZillion bazillion]]" in the pilot).
* The point system on ''Series/SaveToWin'' referred to every correctly-answered question as "an item in your cart".
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* Conversely in ''Videogame/{{Bayonetta}}'', Halos serve the same purpose as Devil May Cry's red orbs, being quite literally the halos looted off the many, many angels Bayonetta murders in the line of duty. These are used to pay Rodin for his various services. Bayonetta 2 introduces combatable demons, which exactly like Devil May Cry drop crystalized demon blood referred to as Orbs, but are treated 1:1 as Halos by the game when collected.
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This trope has been around since [[OlderThanTheyThink the days of Dungeons and Dragons,]] usually by game systems switching up their terminology just to be not-Dungeons-and-Dragons.

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This trope has been around since [[OlderThanTheyThink the days of Dungeons and Dragons,]] Dragons]], usually by game systems switching up their terminology just to be not-Dungeons-and-Dragons.



** In the original ''VisualNovel/PhoenixWrightAceAttorney'' (and ''Videogame/ProfessorLaytonVsPhoenixWrightAceAttorney''), they're referred to as how many penalties you have left before your client receives a [[GameOver guilty verdict]]. They look like exclamation signs. ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'' marks the return of this system to the main series, albeit retaining the variable penalty system from earlier games, and they look like Attorney's Badges (in trials set in the usual main setting) or Mitahmas (in trials set in Khura'in).

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** In the original ''VisualNovel/PhoenixWrightAceAttorney'' (and ''Videogame/ProfessorLaytonVsPhoenixWrightAceAttorney''), they're referred to as how many penalties you have left before your client receives a [[GameOver guilty verdict]]. They look like exclamation signs. ''VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice'' marks the return of this system to the main series, albeit retaining the variable penalty system from earlier games, and they look like Attorney's Badges (in trials set in the usual main setting) or Mitahmas (in trials set in Khura'in). ''VisualNovel/TheGreatAceAttorney Chronicles'' also counts as a return to the spin-off series, with penalties looking like white star logos from the ''Ace Attorney'' titles.
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* ''TabletopGame/FATECore'': Characters have two Stress meters for the physical and mental damage they can absorb without personal harm, which [[AfterCombatRecovery reset at the end of every Scene]]. Damage in excess of their Stress capacity inflicts Consequences with potentially much more long-term effects.

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* ''TabletopGame/FATECore'': ''[[{{TabletopGame/Fate}} Fate Core'': Characters have two Stress meters for the physical and mental damage they can absorb without personal harm, which [[AfterCombatRecovery reset at the end of every Scene]]. Damage in excess of their Stress capacity inflicts Consequences with potentially much more long-term effects.
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Badass Beard and Badass Mustache are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed.


** ''Mario and Luigi'' also gives the brothers [[BadassMustache 'Stache]] Points, which serve as a combination of Skill/Luck (raising chances of Critical Hits) and Charisma (lowering store prices, presumably by impressing the shopkeeper with the moustaches in question). When Bowser's playable in ''Bowser's Inside Story'', he has equivalent Horn Points.

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** ''Mario and Luigi'' also gives the brothers [[BadassMustache 'Stache]] 'Stache Points, which serve as a combination of Skill/Luck (raising chances of Critical Hits) and Charisma (lowering store prices, presumably by impressing the shopkeeper with the moustaches in question). When Bowser's playable in ''Bowser's Inside Story'', he has equivalent Horn Points.

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* This happens a lot in ''Webcomic/ProblemSleuth''. For example, the durability of armor is represented by the "Treacle Aegis", a candy cane which becomes shorter as the armor takes damage (To be fair, the armor WAS made of candy, but it still counts), the amount of time during which a character can stay in their super-powered candy monster form is represented by the freshness of a pumpkin, and the LimitBreak meter is a bird which gets more agitated as a character's GenderBending alter-ego takes damage.
* Used in ''Webcomic/{{Homestuck}}'' as well, with the game mechanics of the in-universe video game [[TheGamePlaysYou SBURB]]. For example, the seldom-appearing Health Vials at [[http://www.mspaintadventures.com/scratch.php?s=6&p=005683 full health]] appear as a bar in a background bar of gel of a color appropriate to the character, and [[http://www.mspaintadventures.com/scratch.php?s=6&p=005687 the bar empties and leaves the gel]] as players get hit. The system for leveling up, referred to as climbing one's echeladder, increases the "gel viscosity", making it harder to knock the vial out of the gel. Warning: examples used include heavy spoilers.

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* ''Webcomic/MSPaintAdventures'':
** ''Webcomic/ProblemSleuth'':
This happens a lot in ''Webcomic/ProblemSleuth''.lot. For example, the durability of armor is represented by the "Treacle Aegis", a candy cane which becomes shorter as the armor takes damage (To be fair, the armor WAS made of candy, but it still counts), the amount of time during which a character can stay in their super-powered candy monster form is represented by the freshness of a pumpkin, and the LimitBreak meter is a bird which gets more agitated as a character's GenderBending alter-ego takes damage.
* ** ''Webcomic/{{Homestuck}}'': Used in ''Webcomic/{{Homestuck}}'' as well, with the game mechanics of the in-universe video game [[TheGamePlaysYou SBURB]]. For example, the seldom-appearing Health Vials at [[http://www.mspaintadventures.com/scratch.php?s=6&p=005683 full health]] appear as a bar in a background bar of gel of a color appropriate to the character, and [[http://www.mspaintadventures.com/scratch.php?s=6&p=005687 the bar empties and leaves the gel]] as players get hit. The system for leveling up, referred to as climbing one's echeladder, increases the "gel viscosity", making it harder to knock the vial out of the gel. Warning: examples used include heavy spoilers.
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* ''TabletopGame/FATECore'': Characters have two Stress meters for the physical and mental damage they can absorb without personal harm, which [[AfterCombatRecovery reset at the end of every Scene]]. Damage in excess of their Stress capacity inflicts Consequences with potentially much more long-term effects.
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* ''[[VideoGame/PuyoPuyo Madou Monogatari: Big Kindergarten Kids]]'' switches out the common gold currency for ''cookies''.

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* ''[[VideoGame/PuyoPuyo ''[[VideoGame/MadouMonogatari Madou Monogatari: Big Kindergarten Kids]]'' switches out the common gold currency for ''cookies''.

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OFF is a French, thus a Western RPG, not Eastern!


* In ''VideoGame/{{OFF}}'', skill/mana points are called "Competence Points" (with skills being called "Competences"), and basic items have odd names as well (basic health-potion items are "Luck Tickets", for example).


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* In ''VideoGame/{{OFF}}'', skill/mana points are called "Competence Points" (with skills being called "Competences"), and basic items have odd names as well (basic health-potion items are "Luck Tickets", for example).
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* ''VideoGame/DrakensangOnline'': HP is called Health and the name for {{Mana}} differs by class: only Spellweavers retain the term, Dragonknights' is called Rage, Rangers' is Concentration and Steam Mechanicae's is Steam.
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* ''VideoGame/BungoToAlchemist'': Author hitpoint is called "corrosion" value, and their {{Mana}} is called "epiphany".
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** Various [=RPG=]s use Hit Points, but also Structural Damage Capacity, or S.D.C., which is both the hit points of inanimate objects and the [[OnlyAFleshWound superficial bruise and scratch damage]] a character can take before the damage rolls over into hit points. And just to make things more complicated, the sci-fi settings of ''TabletopGame/{{Robotech}}'' and ''TabletopGame/{{Rifts}}'' add Mega-Damage Capacity, or M.D.C., which is Hit Points at two levels of magnitude higher, to be applied to mecha, armored vehicles, some PowerArmor, and spaceships.

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** Various [=RPG=]s use Hit Points, but also Structural Damage Capacity, or S.D.C., which is both the hit points of inanimate objects and the [[OnlyAFleshWound superficial bruise and scratch damage]] a character can take before the damage rolls over into hit points. And just to make things more complicated, the sci-fi settings of ''TabletopGame/{{Robotech}}'' and ''TabletopGame/{{Rifts}}'' add Mega-Damage Capacity, or M.D.C., which is Hit Points at two levels of magnitude higher, to be applied to mecha, armored vehicles, some PowerArmor, and spaceships.[[note]]The reason being that such items are essentially immune to S.D.C. damage; the example gives a baseball bat, thrown rock, and handgun, which do nothing to a tank, but would all injure an unarmored person.[[/note]]
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* ''TabletopGame/VictoryInThePacific'' - hit points become "armor" and victory points become "POC" (Points Of Control).
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* The ''VideoGame/DillonsRollingWestern'' series uses [[CallARabbitASmeerp scrogs]] as its hit-point stand-in, and the grocks that attack you steal or eat them when they breach your barricades. This is actually justified in-universe as something actually worth defending, as the scrogs themselves are a food source for the villagers that hire you to help them; [[RealityEnsues losing them means the village goes without food, forcing them to relocate or risk starving]].

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* The ''VideoGame/DillonsRollingWestern'' series uses [[CallARabbitASmeerp scrogs]] as its hit-point stand-in, and the grocks that attack you steal or eat them when they breach your barricades. This is actually justified in-universe as something actually worth defending, as the scrogs themselves are a food source for the villagers that hire you to help them; [[RealityEnsues [[SurprisinglyRealisticOutcome losing them means the village goes without food, forcing them to relocate or risk starving]].
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* ''VideoGame/AssassinsCreedI'' has "synchronization" instead of health, as part of the game's framing device -- that is, whether your character's situation matches up with what that character did. This also explains why stabbing random innocents or staying outside the game areas' borders to causes you to [[HostageSpiritLink desynchronize]], and why helping random citizens [[HeartContainer increases your life bar]].

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* ''VideoGame/AssassinsCreedI'' has "synchronization" instead of health, as part of the game's framing device -- that is, whether your character's situation matches up with what that character did. This also explains why stabbing random innocents or staying outside the game areas' borders to causes you to [[HostageSpiritLink desynchronize]], and why helping random citizens [[HeartContainer increases your life bar]]. It also implies Altair's entire life as a NoDamageRun.
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These tropes aren't entirely the same; This Troper thinks Resurrective Immortality is a better fit.


* Cirno, the main character of ''VideoGame/{{Touhou}} 12.8: Great Fairy Wars'', is a fairy who [[FromASingleCell always revives after dying]]. As such, it makes little sense for her to have a limited number of lives, so instead they're called "motivation" and expressed as a percentage (so she'd have 300% motivation instead of three lives, and drop down to 200% if she takes a hit). When you run out of motivation, Cirno [[AttentionDeficitOohShiny wanders off to do something else]].

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* Cirno, the main character of ''VideoGame/{{Touhou}} 12.8: Great Fairy Wars'', is a fairy who [[FromASingleCell [[ResurrectiveImmortality always revives after dying]]. As such, it makes little sense for her to have a limited number of lives, so instead they're called "motivation" and expressed as a percentage (so she'd have 300% motivation instead of three lives, and drop down to 200% if she takes a hit). When you run out of motivation, Cirno [[AttentionDeficitOohShiny wanders off to do something else]].
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* Both VideoGame/{{GrandTheftAuto2}} & VideoGame/{{GrandTheftAutoSanAndreas}} has a Respect based system in place, in {{GTA2}} it was simply a 'reputation' meter replacement for the factions in the game. In San Andreas it's expanded in some ways and de-emphasized in others, it's more a background factor here it's generally awarded for passing missions or doing side activities with some small gains for wearing certain clothing, tattoos and hair styles. the major deductions come from losing territory in game or having members of your gang killed by you or enemies. Gaining enough will allow the player to recruit more nameless NPC characters.

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* Both VideoGame/{{GrandTheftAuto2}} ''VideoGame/GrandTheftAuto2'' & VideoGame/{{GrandTheftAutoSanAndreas}} has ''VideoGame/GrandTheftAutoSanAndreas'' have a Respect based system in place, in {{GTA2}} [=GTA2=] it was simply a 'reputation' meter replacement for the factions in the game. In San Andreas it's expanded in some ways and de-emphasized in others, it's more a background factor here it's generally awarded for passing missions or doing side activities with some small gains for wearing certain clothing, tattoos and hair styles. the major deductions come from losing territory in game or having members of your gang killed by you or enemies. Gaining enough will allow the player to recruit more nameless NPC characters.
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* In the ''VideoGame/DevilMayCry'' series the games equivalent of money and experience points (it's used to upgrade equipment, buy new items, and learn new techniques) is called red orbs, which are supposed to be crystalized demon blood. They can be earned both by killing monsters and by just finding them lying around, which is how money is often obtained, but you get more orbs for defeating enemies with more combo points, which makes them sound a bit more like experience points. You can also get red orbs from health pickups if you have max health.

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* In the ''VideoGame/DevilMayCry'' series the games equivalent of money and experience points (it's used to upgrade equipment, buy new items, and learn new techniques) is called red orbs, which are supposed to be crystalized demon blood. They can be earned both by killing monsters and by just finding them lying around, around (or by [[DieChairDie smashing the furniture]]), which is how money is often obtained, but you get more orbs for defeating enemies with more combo points, which makes them sound a bit more like experience points. You can also get red orbs from health pickups if you have max health.
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* The game modes in ''Pinball/GunsNRoses'' are called "Guitar Modes".

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* The game modes in ''Pinball/GunsNRoses'' ''Pinball/GunsNRosesDataEast'' are called "Guitar Modes".
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* ''Pinball/RickAndMorty'' refers to its [[AntiFrustrationFeatures ball saver]] as the [[Recap/RickAndMortyS3E5TheWhirlyDirlyConspiracy "Immortality Field"]].
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** The game has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar classificatons]].

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** The game has a non-conventional ''GameplayGrading system'': the ranks are, in order of lowest to highest: M, K, G, F, A, B, O. Yeah that's right, a B rank is ''higher'' than an A rank. Also, F rank is actually a relatively adequate grade in this game, obtained with 900,000 points (out of 1,000,000) to 949,999. This actually has an explanation: the grades are themed after [[https://en.wikipedia.org/wiki/Stellar_classification stellar classificatons]].
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* ''[[VideoGame/PuyoPuyo Madou Monogatari: Big Kindergarten Kids]]'' switches out the common gold currency for ''cookies''.

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