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* In ''Series/StargateSG1'', beings reanimated by the supercharged Ancient healing device can ignore pretty much any injury, so the only way to stop them is heavy explosives that reduce the body to paste.
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[[folder:Live-Action Films]]
* In ''Film/GingerSnaps'', while werewolves do have the usual weaknesses like silver and wolfsbane, it turns out that [[CarFu vehicular manslaughter]] works just as well, as Sam runs over the werewolf that bit Ginger and leaves nothing more than a red streak on the pavement and bloody clumps of fur and flesh on the front of his van. Sam uses this knowledge to wonder if [[OurWerewolvesAreDifferent there are other ways of killing werewolves that the myths don't talk about]], while Ginger uses it to conclude that [[ThisIsReality whatever attacked her couldn't have been a werewolf]].
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* ''Wiki/SCPFoundation'': Brought up and defied in the article on SCP-138, a 4000-year old man who suffers from CompleteImmortality. The article states that although 138 has suffered all kinds of wounds, burns, and other trauma from failed MercyKill attempts, he is somehow resistant to any injury that would completely destroy his body.

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* ''Wiki/SCPFoundation'': Brought up and defied in the article on SCP-138, [[https://scp-wiki.wikidot.com/scp-138 SCP-138]], a 4000-year old man who suffers from CompleteImmortality. The article states that although 138 has suffered all kinds of wounds, burns, and other trauma from failed MercyKill attempts, he is somehow resistant to any injury that would completely destroy his body.body.
** Done literally with [[https://scp-wiki.wikidot.com/scp-3794 SCP-3794]], a sledgehammer that turns anything organic it hits hard enough into ''pico de gallo'' salsa.

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TRS cleanup: another relevant trope that can be used with this context.


* Although there are many ways to die in ''VideoGame/NetHack'' irrespective of how many HP you have, most involve poison, disease, magic, or oxygen deprivation. Some purely physical deaths that come to mind involve being decapitated by one artifact sword, [[HalfTheManHeUsedToBe bisected by another]], crushed by an opening or closing drawbridge, or pulped by an exploding one. The castle drawbridge is so dangerous, in fact, that many players destroy it with a force bolt and take their chances with the moat. If a mindflayer eats your brains, you will be unable to do anything but quit, even if you're playing in Wizard mode. One of the more literal examples is "sliming"--a green slime can [[BalefulPolymorph dissolve you into a green slime]], which technically doesn't kill you, but ends the game because there's no way to un-dissolve or to complete the game as a living puddle of goo.

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* Although there are many ways to die in ''VideoGame/NetHack'' irrespective of how many HP you have, most involve poison, disease, magic, or oxygen deprivation. Some purely physical deaths that come to mind involve being decapitated by one artifact sword, [[HalfTheManHeUsedToBe bisected by another]], crushed by an opening or closing drawbridge, or pulped by an exploding one. The castle drawbridge is so dangerous, in fact, that many players destroy it with a force bolt and take their chances with the moat. If a mindflayer eats your brains, you will be unable to do anything but quit, even if you're playing in Wizard mode. One of the more literal examples is "sliming"--a green slime can [[BalefulPolymorph [[ViralTransformation dissolve you into a green slime]], which technically doesn't kill you, but ends the game because there's no way to un-dissolve or to complete the game as a living puddle of goo.
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[[folder:Web Original]]
* ''Wiki/SCPFoundation'': Brought up and defied in the article on SCP-138, a 4000-year old man who suffers from CompleteImmortality. The article states that although 138 has suffered all kinds of wounds, burns, and other trauma from failed MercyKill attempts, he is somehow resistant to any injury that would completely destroy his body.
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* RolePlayingGames and SurvivalHorror games also feature this more or less frequently, though in rpgs it's usually the player who gets to use instakill technique, while in survival horror it's usually enemies. For example, in ''VideoGame/ResidentEvil4'' (and 5, for that matter) a chainsaw-wielding enemy can decapitate you in one swing independent of your health bar.

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* RolePlayingGames and SurvivalHorror games also feature this more or less frequently, though in rpgs [=RPGs=] it's usually the player who gets to use instakill technique, while in survival horror it's usually enemies. For example, in ''VideoGame/ResidentEvil4'' (and 5, for that matter) a chainsaw-wielding enemy can decapitate you in one swing independent of your health bar.



** Getting caught by a Reaper ([[BigCreepyCrawlies giant roach]]) in ''VideoGame/ResidentEvil5'' is an instant kill, as it will proceed to shove its other legs into your abdomen frantically. Wesker can reduce your ''heart'' to chunky salsa. Getting knocked into lava? Dead. (Chainsaws have an alternate attack in this one that reduces your health to Dying, too, from one hit.)
** There's also the hunters in previous games, which can decapitate the player, some faqs say that this can only happen when your health is at "Caution" level. Not true, it's just far more likely to happen at "Caution," but they can do it anytime.
** The plant monsters in ''RE 2'' can also bite/dissolve your head off.

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** Getting caught by a Reaper ([[BigCreepyCrawlies giant roach]]) in ''VideoGame/ResidentEvil5'' is an instant kill, as it will proceed to shove its other legs into your abdomen frantically. Wesker can reduce your ''heart'' to chunky salsa. Getting knocked into lava? Dead. (Chainsaws Chainsaws have an alternate attack in this one that reduces your health to Dying, too, from one hit.)
hit.
** There's also the hunters in previous games, which can decapitate the player, some faqs say that this can only happen when your health is at "Caution" level. Not true, it's just player; they're far more likely to happen do it if your health is at "Caution," "Caution", but they can do it anytime.
even from full health if you're unlucky.
** The plant monsters in ''RE 2'' ''[=RE2=]'' can also bite/dissolve your head off.



* In ''VideoGame/Left4Dead'', Witches can knock down a survivor in one hit, leaving them bleeding out or dead. On the other hand, zombies are extremely vulnerable to having their limbs blown off, though the lethality of this depends on the limb in question. Headshots will kill anything but the Tank or Witch though.

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* In ''VideoGame/Left4Dead'', Witches can knock down a survivor in one hit, leaving them bleeding out or dead. On the other hand, zombies are extremely vulnerable to having their limbs blown off, though the lethality of this depends on the limb in question.question: an arm leaves them able to continue . Headshots will kill anything but the Tank or Witch though.
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** Warhammer Fantasy's (debatable) replacement, Age of Sigmar, has swung the other way entirely. The stripped-down system is dependent upon weapon profiles, not standardized rules, and as such rules like the insta-kill double strength would not fit in the style of the game. The multiwound weapons are still a thing, they they too can be different depending on who is using them -- but they are much more common. Models also have more wounds than they did before. The former cap was 10 wounds, but now some large figures have over 30. Having originally (or so the rumors go) been designed as a skirmish game to run in tandem with a new edition of WHF, it makes sense that the models would be less disposable, and that larger models would be more resilient.

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** Warhammer Fantasy's (debatable) replacement, sequel, Age of Sigmar, has swung the other way entirely. The stripped-down system is dependent upon weapon profiles, not standardized rules, and as such rules like the insta-kill double strength would not fit in the style of the game. The multiwound weapons are still a thing, they they too can be different depending on who is using them -- but they are much more common. Models also have more wounds than they did before. The former cap was 10 wounds, but now some large figures have over 30. Having originally (or so the rumors go) been designed as a skirmish game to run in tandem with a new edition of WHF, it makes sense that the models would be less disposable, and that larger models would be more resilient. When the rumored skirmish game was axed in favor of a full sequel, the salsa rule remained out in favor of more prevalent multi wound weapons and instant kills are more specific.
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* ''TabletopGame/{{Arduin}}'', one of D&D's oldest competitors had a rather infamous critical hit table. While there were several rolls which would give your target a lethal head wound, rolling a perfect 100 would result with: "Entire head pulped and spattered over a wide area, ''[[DeaderThanDead irrevocable]]'' death ensues."

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* ''TabletopGame/{{Arduin}}'', one of D&D's oldest competitors had a rather infamous critical hit table.table, which contained possibly the earliest example of this trope. While there were several rolls which would give your target a lethal head wound, rolling a perfect 100 would result with: "Entire head pulped and spattered over a wide area, ''[[DeaderThanDead irrevocable]]'' death ensues."
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* ''TabletopGame/{{Arduin}}'', one of D&D's oldest competitors had a rather infamous critical hit table. While there were several rolls which would give your target a lethal head wound, rolling a perfect 100 would result with: "Entire head pulped and spattered over a wide area, ''[[DeaderThanDead irrevocable]]'' death ensues."
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* [[https://youtu.be/8SlWegS2sS0 One skit]] on ''WesternAnimation/RobotChicken'' addressed the consequences of lacking a Chunky Salsa Rule: It starts with a werewolf confronted by a man who shoots it, and the werewolf declares that only a silver bullet can kill him. The man breaks out a mini-gun and reduces the werewolf's body to chunky salsa, and then subjects the resulting mess to various other abuses.[[note]]He sweeps it into a garbage bin, takes it home, burns it down to ash, rolls the ash into "rails" like one might with cocaine, SNORTS the rails like one might with cocaine, shits it out a day later, flushes it down the toilet, where it flows to a sewage treatment plant, where it gets FURTHER incinerated.[[/note]] It cuts to some kids playing a table-top game, with the dungeon master saying "he's still not dead, it ''has'' to be a silver bullet", as one of the players protests "that's a bunch of crap!"

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* [[https://youtu.be/8SlWegS2sS0 One skit]] on ''WesternAnimation/RobotChicken'' addressed the consequences of lacking a Chunky Salsa Rule: It starts with a werewolf confronted by a man who shoots it, and the werewolf declares that only a silver bullet can kill him. The man breaks out a mini-gun and reduces the werewolf's body to chunky salsa, and then subjects the resulting mess to various other abuses.[[note]]He sweeps it into a garbage bin, takes it home, burns it down to ash, rolls the ash into "rails" like one might with cocaine, SNORTS the rails like one might with cocaine, shits it out a day later, flushes it down the toilet, where it flows to a sewage treatment plant, where it gets FURTHER incinerated.[[/note]] It cuts to some kids playing a table-top game, with the RulesLawyer dungeon master saying "he's still not dead, it ''has'' to be a silver bullet", as one of the players protests "that's a bunch of crap!"
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** Worth noting is that this is one of extremely few rules that has no work-arounds: there is no ability that lets you ignore this rule save [[ResurrectiveImmortality Unkillable 2 and 3]], but even then those are iffy, since they just bring you back after some time.
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* TropeNamer: ''TabletopGame/{{Shadowrun}}'' has a rule named "the chunky salsa effect", although it deals with the effect of explosives in enclosed spaces rather than massive head trauma. The end results are similar: if you take enough damage to get turned into the consistency of chunky salsa, you die. Doesn't matter what any other rule says, either; you're dead, and that's that. Note that the "chunky salsa effect" is named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's left inside the tank afterward resembles chunky salsa.

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* TropeNamer: ''TabletopGame/{{Shadowrun}}'' The TropeNamer is ''TabletopGame/{{Shadowrun}}'', which has a rule named called "the chunky salsa effect", although effect". Although it deals with the effect of explosives in enclosed spaces rather than massive head trauma. The trauma, the end results are similar: if you take enough so much damage to get turned that your body turns into the consistency of chunky salsa, you die. Doesn't matter what any other rule says, either; says; turn into chunky salsa, and you're dead, and that's that.dead. Period. Note that the "chunky salsa effect" is named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's What was left inside the tank afterward resembles resembled chunky salsa.

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* TropeNamer: ''TabletopGame/{{Shadowrun}}'' has a rule ''named'' "the chunky salsa effect", although it deals with the effect of explosives in enclosed spaces, rather than massive head trauma. The end results are, of course, similar. Note, though, that the "chunky salsa effect" is actually named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's left inside the tank afterward resembles... chunky salsa.

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* TropeNamer: ''TabletopGame/{{Shadowrun}}'' has a rule ''named'' named "the chunky salsa effect", although it deals with the effect of explosives in enclosed spaces, spaces rather than massive head trauma. The end results are, are similar: if you take enough damage to get turned into the consistency of course, similar. Note, though, chunky salsa, you die. Doesn't matter what any other rule says, either; you're dead, and that's that. Note that the "chunky salsa effect" is actually named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's left inside the tank afterward resembles... resembles chunky salsa.



*** There's a grenade that uses the force wave mechanic classified as a [[BlatantLies nonlethal weapon]], it releases a force wave that does stun damage that reflects off of a surface 10ft away or less with diminishing returns reducing the distance of the next reflection but NOT damage. One going off in a small space 5ft or less space is so high that nothing that fits in those spaces can reasonably survive. They renamed this grenade a flashbang. [[HilarityEnsues Yes, really.]]

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*** There's a grenade that uses the force wave mechanic classified as a [[BlatantLies nonlethal weapon]], it releases a force wave that does stun damage that reflects off of a surface 10ft ten feet away or less with diminishing returns reducing the distance of the next reflection but NOT damage. One going off in a small space 5ft or less space is so high that nothing that fits in those spaces can reasonably survive. They renamed this grenade a flashbang. [[HilarityEnsues Yes, really.]]



* Though noted for a system that increases hit points for every level, ''TabletopGame/DungeonsAndDragons'' has a Massive Damage rule.
** In 3rd Edition it forces a Fortitude save if a character suffers massive damage, which is any single attack or other source of damage (such as a long fall) that does fifty or more HitPoints of damage to a character. Failing the save kills the character regardless of hit points. Of course, by the time any character reaches the point where 50 HitPoints of damage isn't sufficient to kill them, they're likely to have a fairly decent fortitude save.

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* Though noted for a system that increases hit points for every level, ''TabletopGame/DungeonsAndDragons'' has the "Massive Damage" rule. While the rule changes a Massive Damage rule.
bit depending on the edition, the effect can always be boiled down to some version of the following: if you take a massive amount of damage (usually well-beyond your maximum HP), you instantly die.
** In 3rd Edition Edition, it forces a Fortitude save if a character suffers massive damage, which is any single attack or other source of damage (such as a long fall) that does fifty or more HitPoints of damage to a character. Failing the save kills the character regardless of hit points. Of course, by the time any character reaches the point where 50 HitPoints of damage isn't sufficient to kill them, they're likely to have a fairly decent fortitude save.



*** Frequently ignored in high-level play, when just about every hit is likely to do at least fifty damage, since saving throws have at least a 5% chance of failure (except for a handful of rare situations when they don't).
*** There's also the Coup De Grace rule, which states that attacks against a helpless target in situations where non-combat skills could Take 20 are instantly lethal, no ifs, buts, or maybes. As the rulebook puts it, it doesn't matter how powerful or well-equipped you are, "[[EyeScream a dagger through the eye]] is still a dagger through the eye".

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*** Frequently ignored in high-level play, when just about every hit is likely to do at least fifty damage, since saving throws have at least a 5% chance of failure (except for a handful of rare situations when they don't).
*** There's also the Coup De Grace rule, which states that attacks against a helpless target in situations where non-combat skills could Take 20 are instantly lethal, no ifs, buts, and, or maybes.buts. As the rulebook puts it, it doesn't matter how powerful or well-equipped you are, "[[EyeScream a dagger through the eye]] is still a dagger through the eye".



** Assassins were a character class in 1E, with a %tile chance of achieving an instant kill if they attack with surprise. In 3E, they were a prestige class with a "death attack", which could either paralyze ''or'' kill, whichever the character preferred. Other editions' assassins could inflict greater damage with their specialized attacks, but not an instant-kill.
** The game also has Vorpal Blades. Regardless of how many hit points you have, removing your head will kill you (Unless you're a zombie or golem or something else that isn't strictly speaking alive to begin with or have extra heads).
*** There were a ''lot'' of instant-kill cursed magic items in 1st Edition, many of which didn't even allow a saving throw for anyone [[SchmuckBait gullible enough to attempt to use them]]. These were phased out or downgraded in later editions for fostering KillerGameMaster attitudes and sore feelings at the gaming table.

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** Assassins were a character class in 1E, with a %tile chance of achieving an instant kill if they attack with surprise. In 3E, they were a prestige class with a "death attack", which could either paralyze ''or'' kill, whichever the character preferred. Other editions' assassins could inflict greater damage with their specialized attacks, but not an instant-kill.
** The game also has Vorpal Blades. Blades, which state that a CriticalHit cuts off the target's head. Regardless of how many hit points you have, removing your head will kill you (Unless you're a zombie or golem or something else that isn't strictly speaking alive to begin with or you. If the target doesn't have extra heads).
*** There were
a ''lot'' head or can survive without one, they still take alarge amount of instant-kill cursed magic items in 1st Edition, many of which didn't even allow a saving throw for anyone [[SchmuckBait gullible enough to attempt to use them]]. These were phased out or downgraded in later editions for fostering KillerGameMaster attitudes and sore feelings at the gaming table.slashing damage.



** 5th Edition's Dungeon Master's Guide has an optional "System Shock" rule, stating that if a creature takes at least as much damage as half their hit point total, it must make a Constitution save, and if it fails, a roll on a table gives an additional effect. 10% of the time, that roll will simply reduce its hit points to 0.
*** Fifth Edition's massive damage rule says that if a player character's hit points are reduced to 0, and the remaining damage from an attack is at least equal to their maximum HP, the character instantly dies. There's also a few spells like Disintegrate which prevent normal resurrection spells from working by completely reducing the target's body to ashes, preventing Raise Dead from working.

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** 5th Edition's Dungeon Master's Guide has an optional "System Shock" rule, stating that if a creature takes at least as much damage as half their hit point total, it must make a Constitution save, and if it fails, a roll on a table gives an additional effect. 10% of the time, that roll will simply reduce its hit points to 0.
***
Fifth Edition's massive damage rule says that if a player character's hit points are reduced to 0, and the remaining damage from an attack is at least equal to their maximum HP, the character instantly dies. There's also a few spells like Disintegrate which prevent normal resurrection spells from working by completely reducing the target's body to ashes, preventing Raise Dead from working.working.
*** 5th Edition's Dungeon Master's Guide has an optional "System Shock" rule, stating that if a creature takes at least as much damage as half their hit point total, it must make a Constitution save, and if it fails, a roll on a table gives an additional effect.

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** 5th Edition's Dungeon Master's Guide has an optional "System Shock" rule, stating that if a creature takes at least as much damage as half their hit point total, it must make a Constitution save, and if it fails, a roll on a table gives an additional effect. 10% of the time, that roll will simply reduce its hit points to 0.



** Various rules for suffocation, garroting, and/or drowning usually impose the same principle as the chunky-salsa rule on victims who need to breathe after several rounds without air.
*** In effectively all editions, there's one particular rule: if the body is gibbed, burned beyond recognition, or otherwise destroyed, [[BackFromTheDead Raise Dead]] won't work. You need more powerful magic (like Resurrection or True Resurrection) to revive the deceased (for instance, in the 3E period Raise Dead ''only'' brought you back to life and did some minimal hit point restoration. Any actual damage to bodily parts remained... meaning that while you could raise someone missing their arms or legs and they'd be alive if maimed, if you tried doing it with someone missing their head or torso they'd just die again from lacking their head or torso). Gibbing someone helps make sure their trip back from the afterlife is a lot more costly.

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** Various rules for suffocation, garroting, and/or drowning usually impose 5th Edition's Dungeon Master's Guide has an optional "System Shock" rule, stating that if a creature takes at least as much damage as half their hit point total, it must make a Constitution save, and if it fails, a roll on a table gives an additional effect. 10% of the same principle as the chunky-salsa time, that roll will simply reduce its hit points to 0.
*** Fifth Edition's massive damage
rule on victims who need says that if a player character's hit points are reduced to breathe after several rounds without air.
***
0, and the remaining damage from an attack is at least equal to their maximum HP, the character instantly dies. There's also a few spells like Disintegrate which prevent normal resurrection spells from working by completely reducing the target's body to ashes, preventing Raise Dead from working.
**
In effectively all editions, there's one particular rule: if the body is gibbed, burned beyond recognition, or otherwise destroyed, [[BackFromTheDead Raise Dead]] won't work. You need more powerful magic (like Resurrection or True Resurrection) to revive the deceased (for instance, in the 3E period Raise Dead ''only'' brought you back to life and did some minimal hit point restoration. Any actual damage to bodily parts remained... meaning that while you could raise someone missing their arms or legs and they'd be alive if maimed, if you tried doing it with someone missing their head or torso they'd just die again from lacking their head or torso). Gibbing someone helps make sure their trip back from the afterlife is a lot more costly.
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** Averted in ''Donkey Kong Jungle Beat'', where anything can be survived with enough points and fast hands. Even the classic "smashed between two walls" can be [[SuperStrength pushed apart]], since the challenge comes from a getting high score, rather than survival.

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** Averted in ''Donkey Kong Jungle Beat'', ''VideoGame/DonkeyKongJungleBeat'', where anything can be survived with enough points and fast hands. Even the classic "smashed between two walls" can be [[SuperStrength pushed apart]], since the challenge comes from a getting high score, rather than survival.

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These don't count since the game does calculate how much damage you took, then decides that you're dead since you lost more HP than you could realistically have . This trope is when the game doesn't bother calculating damage, since the attack is too powerful for anyone to survive.


* ''VideoGame/UnrealTournamentIII'' has a Helmet pickup, which protects the wearer from a single headshot. Since the sniper rifle, the only stock weapon capable of inflicting headshots, does 200 damage or so with a headshot, you're paste if you don't have that helmet. That said, all of the VideoGame/{{Unreal}} games do have the all-over shields (the only armor pickups in [[VideoGame/UnrealTournament2004 UT2003 or UT2004]], special pickups on top of conventional armour in all other games) which absorb damage, including headshots, until depleted.



** In ''VideoGame/CaveStory'', instant death results from falling onto the nastier variety of SpikesOfDoom or having something sufficiently heavy fall on you. (Technically, it only inflicts 127 damage, but that's more than twice as many HitPoints as you'll ever have.)



** In ''VideoGame/{{Spelunky}}'', spikes will kill any dumb spelunker in a gruesome way even if he has [[{{Cap}} 99]] HitPoints. Shopkeepers and other {{mooks}} fortunately obey this as well.
*** There's also one enemy, the Mantrap, that can instantly kill regardless of health. And in the original version, bombs did 10 damage ''per frame'' of the explosion, in a game where you will almost never have more than 10 health in the first place and no enemy does either.

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** In ''VideoGame/{{Spelunky}}'', spikes ''VideoGame/{{Spelunky}}'':
*** Spikes
will kill any dumb spelunker in a gruesome way even if he has [[{{Cap}} 99]] HitPoints. Shopkeepers and other {{mooks}} fortunately obey this as well.
*** There's also one enemy, the Mantrap, that can instantly kill regardless of health. And in the original version, bombs did 10 damage ''per frame'' of the explosion, in a game where you will almost never have more than 10 health in the first place and no enemy does either.



** Getting caught by a [[DemonicSpiders Reaper]] ([[BigCreepyCrawlies giant roach]]) in ''VideoGame/ResidentEvil5'' is an instant kill, as it will proceed to shove its other legs into your abdomen frantically. Wesker can reduce your ''heart'' to chunky salsa. Getting knocked into lava? Dead. (Chainsaws have an alternate attack in this one that reduces your health to Dying, too, from one hit.)

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** Getting caught by a [[DemonicSpiders Reaper]] Reaper ([[BigCreepyCrawlies giant roach]]) in ''VideoGame/ResidentEvil5'' is an instant kill, as it will proceed to shove its other legs into your abdomen frantically. Wesker can reduce your ''heart'' to chunky salsa. Getting knocked into lava? Dead. (Chainsaws have an alternate attack in this one that reduces your health to Dying, too, from one hit.)



* In ''VideoGame/{{Elona}}'', dying in one piece is the ''exception'' rather than the rule, with a high probability that both yourself and your foes will be reduced into a chunks of meat from being [[MadeOfExplodium poisoned to death]], perhaps leaving a bone or two recognizable behind if you're lucky. Certain enemies turn this into a tactic, exploding upon death to deal damage to anyone within a certain radius.



* In ''VideoGame/TeamFortress2'', there are 2 attacks that cause instant death (excluding the "taunt attacks", below):
** The Spy backstabbing you. The back-stab deals twice victim's health and always crits for a total of six times the health of the victim.
** A fully charged sniper round to the head. The fully-charged headshot always deals 450 damage, the health of an overhealed Heavy, which is also the highest amount of health anyone can normally have.
*** Now, because this damage follows the normal damage formulas, ''technically'' a character can survive these attacks if they have obscene amounts of damage resistance. In practice, the only source of so much damage resistance was the Spy's [[FakingTheDead Dead Ringer]], which (pre-{{Nerf}}) gave 90% universal damage resistance, allowing them to comfortably survive a charged headshot and barely squeak by a backstab if they were already healthy. The current version of the Ringer can still survive the headshot, but just barely. On the other hand, a fully overhealed Heavy with the Fists of Steel had a lesser degree of resistance to ranged attacks, but given he already has 450 health, any resistance by itself would be enough to let him survive one shot to the head.
*** Snipers also used to have a kit that explicitly turned all headshots into HPToOne attacks, charged shots included. This was later removed.
** Each class has at least one "taunt attack", which deals 500 damage. The nature of each taunt attack varies from class to class but is always impractical and humiliating.
*** For example: the Soldier's taunt attack (he holds a grenade and [[SuicideAttack detonates it]]) where any foe standing in the immediate vicinity of the player pulling the pin will find his spleen on the underside of another player's boot. However, if using a Rocket Jumper and the Gunboats, ''the Soldier himself'' can survive the blast ''and'' landing damage.
** Environmental kills (which include huge-ass sawblades and freight trains) and [[TeleFrag telefrags]] can kill someone even if they have an [[LimitBreak Ubercharge]] active. Nothing short of hacking can help a player survive this.

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* In ''VideoGame/TeamFortress2'', there are 2 attacks that cause instant death (excluding the "taunt attacks", below):
** The Spy backstabbing you. The back-stab deals twice victim's health and always crits for a total of six times the health of the victim.
** A fully charged sniper round to the head. The fully-charged headshot always deals 450 damage, the health of an overhealed Heavy, which is also the highest amount of health anyone can normally have.
*** Now, because this damage follows the normal damage formulas, ''technically'' a character can survive these attacks if they have obscene amounts of damage resistance. In practice, the only source of so much damage resistance was the Spy's [[FakingTheDead Dead Ringer]], which (pre-{{Nerf}}) gave 90% universal damage resistance, allowing them to comfortably survive a charged headshot and barely squeak by a backstab if they were already healthy. The current version of the Ringer can still survive the headshot, but just barely. On the other hand, a fully overhealed Heavy with the Fists of Steel had a lesser degree of resistance to ranged attacks, but given he already has 450 health, any resistance by itself would be enough to let him survive one shot to the head.
*** Snipers also used to have a kit that explicitly turned all headshots into HPToOne attacks, charged shots included. This was later removed.
** Each class has at least one "taunt attack", which deals 500 damage. The nature of each taunt attack varies from class to class but is always impractical and humiliating.
*** For example: the Soldier's taunt attack (he holds a grenade and [[SuicideAttack detonates it]]) where any foe standing in the immediate vicinity of the player pulling the pin will find his spleen on the underside of another player's boot. However, if using a Rocket Jumper and the Gunboats, ''the Soldier himself'' can survive the blast ''and'' landing damage.
** Environmental
environmental kills (which include huge-ass sawblades and freight trains) and [[TeleFrag telefrags]] can kill someone even if they have an [[LimitBreak Ubercharge]] active. Nothing short of hacking can help a player survive this.



* In ''VideoGame/SyphonFilter'', enemies can take headshots at you too, resulting in OneHitKill, needless to say.

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* In ''VideoGame/SyphonFilter'', enemies ''VideoGame/SyphonFilter'':
** Enemies
can take headshots at you too, resulting in OneHitKill, needless to say.



* In ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV'', there's a Strogg called the Medic who can revive any corpse he finds, from a grunt to a [[GoddamnedBats dog]] to a miniboss (or worse, another medic). The only way to counter this is to go around with the pistol or shotgun gibbing every corpse.

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* In ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV'', there's a Strogg called the Medic who can revive any corpse he finds, from a grunt to a [[GoddamnedBats dog]] dog to a miniboss (or worse, another medic). The only way to counter this is to go around with the pistol or shotgun gibbing every corpse.
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The first thing in the edit format literally says "no quotes, we lead with the rule".


->''"After a while all I'm doing is punching wet chips of bone into the floorboards. So I stop."''
-->-- '''John Hartigan''', ''Film/SinCity''
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-->--'''John Hartigan''', ''Film/SinCity''

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-->--'''John -->-- '''John Hartigan''', ''Film/SinCity''
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*** Now, because this damage follows the normal damage formulas, ''technically'' a character can survive these attacks if they have obscene amounts of damage resistance. In practice, the only source of so much damage resistance was the Spy's [[FakingTheDead Dead Ringer]], which (pre-{{Nerf}}) gave 90% universal damage resistance, allowing them to comfortably survive a charged headshot and barely squeak by a backstab if they were already healthy. The current version of the Ringer can still survive the headshot, but just barely.

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*** Now, because this damage follows the normal damage formulas, ''technically'' a character can survive these attacks if they have obscene amounts of damage resistance. In practice, the only source of so much damage resistance was the Spy's [[FakingTheDead Dead Ringer]], which (pre-{{Nerf}}) gave 90% universal damage resistance, allowing them to comfortably survive a charged headshot and barely squeak by a backstab if they were already healthy. The current version of the Ringer can still survive the headshot, but just barely. On the other hand, a fully overhealed Heavy with the Fists of Steel had a lesser degree of resistance to ranged attacks, but given he already has 450 health, any resistance by itself would be enough to let him survive one shot to the head.
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->''"After a while all I'm doing is punching wet chips of bone into the floorboards. So I stop."''
-->--'''John Hartigan''', ''Film/SinCity''
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[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]
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The Chunky Salsa Rule may also refer to rules specifically describing the effects of [[ThereIsNoKillLikeOverkill taking much more damage than is required to kill a character]], which is to say [[ThereIsNoKillLikeOverkill reducing the entire character]] [[LudicrousGibs to the consistency of chunky salsa]]. In addition to the grotesque visual, this may also negatively impact attempts to bring the character BackFromTheDead.

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The Chunky Salsa Rule may also refer to rules specifically describing the effects of [[ThereIsNoKillLikeOverkill taking much more damage than is required to kill a character]], character, which is to say [[ThereIsNoKillLikeOverkill reducing the entire character]] [[LudicrousGibs to the consistency of chunky salsa]]. In addition to the grotesque visual, this may also negatively impact attempts to bring the character BackFromTheDead.

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** A critical hit to ammunition holds will cause the remaining ammo to cook off. For weapons that get very few shots of ammo, it's possible to deplete the ammo under normal conditions. And then there's the machine gun. A single ton of MG ammo holds 200 shots worth of ammunition. It's unlikely, unless you have multiple MG's pulling from the same ammo bin, that you will run out in a single engagement. Or even get down to less than 100. And since each shot is worth 2 damage, when it gets hit... well, 'Mechs aren't designed to take 400 points of damage, ''especially'' directly to their internal structure. The damage will propagate from location to location until it reaches the center torso. This is typically also destroyed, thus doing well more than the necessary 3 engine hits to kill the unit. A non-instantly fatal ammo explosion can cause critical hits to ''other'' ammo bins, causing them to cook off and add to the carnage.
** This problem still exists with non-MG ammo bins. Lower caliber Auto-cannons, which might only do 2 or 5 damage each shot, still carry plenty of ammo per ton in most cases to last most of a battle or two, unless you're "gunboating" with multiple autocannons, or using the [[GatlingGood Ultra or Rotary Versions]]. The same applies to any of the Missile Launchers. AC/10s and 20s, you really don't even want one or two rounds of ammo of those cooking off, as anything short of an Assault class 'mech can't take more than 2 rounds hitting their internal structure. Gauss Rifles are no exclusion to this rule, as being hit causes their capacitors to discharge dealing a 20 point hit on the location they are mounted on. This is why C.A.S.E. equipment is used often in ballistic and missile using 'mechs, to help minimize the damage from an ammo explosion by preventing such explosions from going beyond the location C.A.S.E. is mounted in.

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** A critical hit to ammunition holds will cause the remaining ammo to cook off. For weapons that get very few shots of ammo, it's possible to deplete the ammo under normal conditions. And then there's the machine gun. A single ton of MG ammo holds 200 shots worth of ammunition. It's unlikely, unless you have multiple MG's pulling from the same ammo bin, that you will run out in a single engagement. Or even get down to less than 100. And since each shot is worth 2 damage, when it gets hit... well, 'Mechs aren't designed to take 400 points of damage, ''especially'' directly to their internal structure. The Damage in Battletech also propagates "inward": excess damage will propagate from travels to the next location closest to location until it reaches the center torso. This torso, or the center torso itself, which is then typically also destroyed, thus doing well more than and then propagating inward again until basically the necessary 3 engine hits to kill the unit. A 'mech dies. To make things even worse, a non-instantly fatal ammo explosion can cause critical hits to ''other'' ammo bins, causing them to cook off and add to the carnage.
** This problem still exists with non-MG ammo bins. Lower caliber Auto-cannons, which might only do 2 or 5 damage each shot, still carry plenty of ammo per ton in most cases to last most of a battle or two, unless you're "gunboating" with multiple autocannons, or using the [[GatlingGood Ultra or Rotary Versions]]. The same applies to any of the Missile Launchers. AC/10s and 20s, you really don't even want one or two rounds of ammo of those cooking off, as anything short of an Assault class 'mech can't take more than 2 rounds hitting their internal structure. structure (and any Assault class 'mech will ''still'' be decisively crippled ''if'' it manages to survive). Gauss Rifles are no exclusion to this rule, as being hit causes their rule: the ammo itself is inert (as the Gauss Rifle is a railgun, the ammunition is just ferrous slugs and can't explode), but if the gun itself is critically hit, the capacitors to discharge explosively, dealing a 20 point hit on the location they are mounted on. This on, which is why enough to destroy the location on most 'mechs[[note]]Which is why, as a general safety rule, there are no base model 'mechs that mount a Gauss Rifle on the center torso[[/note]].
** The only protection from an ammunition explosion is
C.A.S.E. equipment is used often in ballistic and missile using 'mechs, to help minimize the damage from an ammo explosion by preventing such explosions from going beyond the location - Cellular Ammunition Storage Equipment. The benefit of C.A.S.E. is mounted in.that it prevents the damage propagation effect (though ''only'' for ammunition explosion) by "blowing out" the C.A.S.E.-mounted location completely. While it means that a 'mech can actually ''survive'' an ammunition explosion, it also means the location ''absolutely won't''. Ammunition on most 'mechs is stored in the left or right torso locations, which, if they explode, take out the associated arm as well, meaning that 'mechs with a C.A.S.E. explosion are highly advised to retreat and live to fight another day. Complicating matters even further, C.A.S.E. also takes up tonnage and space in the 'mech, which means either less armor, less weaponry, or less ammunition overall, and C.A.S.E. can, itself, suffer critical damage rendering it ineffective. And if that's not enough, C.A.S.E. is lostech, which means it's ''so'' rare prior to 3050 that it basically doesn't exist.
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* One episode of ''Series/{{Supernatural}}'' involves Bobby going up against an okami, which can only be killed by being stabbed seven times with a bamboo dagger blessed by a Shinto priest. Bobby, lacking a bamboo dagger, goes for the next best thing and puts it through a wood chipper. As it turns out, being reduced to LudicrousGibs is enough to bypass the normal rules involved in killing it. Rufus later lampshades this trope when he learns it worked.

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* One episode of ''Series/{{Supernatural}}'' involves Bobby going up against an okami, which can only be killed by being stabbed seven times with a bamboo dagger blessed by a Shinto priest. Bobby, lacking a bamboo dagger, goes for the next best thing and [[WoodChipperOfDoom puts it through a wood chipper.chipper]]. As it turns out, being reduced to LudicrousGibs is enough to bypass the normal rules involved in killing it. Rufus later lampshades this trope when he learns it worked.
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Spacing


[[folder: Live-Action TV]]

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[[folder: Live-Action [[folder:Live-Action TV]]



[[folder: Web Comics]]

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[[folder: Web [[folder:Web Comics]]



[[folder: Western Animation]]

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[[folder: Western [[folder:Western Animation]]
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* ''VideoGame/BushidoBlade'': Uncharacteristically for a FightingGame there is no health bar, as every strike that would be fatal in real life is fatal in the game as well. It is also possible to cripple your opponent with a blow to a limb, or land a critical strike that will cause them to bleed out if they can't finish the fight quickly.

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*** Now, because this damage follows the normal damage formulas, ''technically'' a character can survive these attacks if they have obscene amounts of damage resistance. In practice, the only source of so much damage resistance was the Spy's [[FakingTheDead Dead Ringer]], which (pre-{{Nerf}}) gave 90% universal damage resistance, allowing them to comfortably survive a charged headshot and barely squeak by a backstab if they were already healthy. The current version of the Ringer can still survive the headshot, but just barely.
*** Snipers also used to have a kit that explicitly turned all headshots into HPToOne attacks, charged shots included. This was later removed.



** Environmental kills (which include huge-ass sawblades and freight trains) and [[TeleFrag telefrags]] can kill someone even if they have an [[LimitBreak Ubercharge]] active.

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** Environmental kills (which include huge-ass sawblades and freight trains) and [[TeleFrag telefrags]] can kill someone even if they have an [[LimitBreak Ubercharge]] active. Nothing short of hacking can help a player survive this.
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Natter.


'''Randall Munroe:''' If you were standing in the path of the beam, you would obviously die pretty quickly. You wouldn't really die ''of'' anything, in the traditional sense. You would just stop being biology and start being physics.\\
Actually, a surprisingly large fraction of What If? articles involve ''something'' "becoming physics", like the relativistic baseball, or the asteroid made of diamond striking the Earth at lightspeed, or the moon being replaced by an equivalent mass of electrons, or ...

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'''Randall Munroe:''' If you were standing in the path of the beam, you would obviously die pretty quickly. You wouldn't really die ''of'' anything, in the traditional sense. You would just stop being biology and start being physics.\\
Actually, a surprisingly large fraction of What If? articles involve ''something'' "becoming physics", like the relativistic baseball, or the asteroid made of diamond striking the Earth at lightspeed, or the moon being replaced by an equivalent mass of electrons, or ...
physics.
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'''Randall Munroe:''' If you were standing in the path of the beam, you would obviously die pretty quickly. You wouldn't really die ''of'' anything, in the traditional sense. You would just stop being biology and start being physics.

to:

'''Randall Munroe:''' If you were standing in the path of the beam, you would obviously die pretty quickly. You wouldn't really die ''of'' anything, in the traditional sense. You would just stop being biology and start being physics.
physics.\\
Actually, a surprisingly large fraction of What If? articles involve ''something'' "becoming physics", like the relativistic baseball, or the asteroid made of diamond striking the Earth at lightspeed, or the moon being replaced by an equivalent mass of electrons, or ...
Is there an issue? Send a MessageReason:
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** Fallout 4 has two console commands to make it impossible for the player character to die. One of them (god mode) works by preventing the PC from taking damage; the other (immortal mode) doesn't prevent damage, but does keep the player's health from dropping to zero. However, a PC in immortal mode still ''takes'' the damage in the first place, so it's possible for an attack to obliterate a player's head/limb. This permanently reduces their perception (head) or agility (limb) to zero, prevents them from equipping any gear for that body part, and (in the case of the head) renders them mute for the remainder of the game, so it's generally necessary to reload from a previous save, just as if they had died outright.

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