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* ''VideoGame/FinalFight'', as one of the earliest [[BeatEmUp beat'em ups]], used this system for the enemies and bosses: if an enemy or boss has more health than can be displayed on a single bar, it is represented by different layered colors. As the damage dealt to them increases, the color of the bar changes until it matches the standard bar of the player until the enemy/boss are finally defeated. [[FollowTheLeader This would be copied by later Beat'em ups]], such as ''VideoGame/StreetsOfRage''.
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* ''VideoGame/BetrayalAtKrondor'': A variation: there ''is'' a single unified set of life points in this game, but it's divided into two categories: stamina and health. Enemy attacks and CastFromHitPoints spells (all spells cost hit points in this game) will deplete stamina points until stamina points run out, and then they'll start depleting health points. The difference between the two is that your other stats like accuracy, speed, and strength begin to suffer when your health goes down, but depleting stamina does not have this effect.
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SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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* ''VideoGame/FateGrandOrder'': Known as "break bars", these were introduced to the game in the "1.5th" story arc, usually given to bosses. When one life bar is depleted, no damage can be done to the next bar until the end of the turn, where it "breaks", and usually triggers a variety of powerful buffs for the boss. Several later story bosses have as many as four or five life bars. Taken to the extreme by [[spoiler:ORT in the seventh Lostbelt]], which has ''ten'' life bars.

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* Dreadnoughts in ''VideoGame/DeepRockGalactic'' have an extra life bar in addition to their normal one, representing the hardened shell over their thorax. Once this bar is depleted, the shell breaks off, leaving the vulnerable flesh underneath exposed. Put enough rounds in that, and the Dreadnought finally dies.

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* ''VideoGame/DeepRockGalactic'':
** Dwarves have a bar for their health, and a bar for their [[DeflectorShields personal shield]]. The amount of shield is much smaller than their maximum health, but regenerates after a while, and health doesn't regenerate until reduced to the last 15%.
**
Dreadnoughts in ''VideoGame/DeepRockGalactic'' have an extra life bar in addition to their normal one, representing the hardened shell over their thorax. Once this bar is depleted, the shell breaks off, leaving the vulnerable flesh underneath exposed. Put enough rounds in that, and the Dreadnought finally dies.dies.
** Rival Caretakers, much like Dreadnoughts, have health bars for their four intake vents, and a health bar for the Caretaker itself.



* The Zoltan Shield in ''VideoGame/FTLFasterThanLight'' functions much like one of these. It blocks all incoming attacks and prevents your ship from hacking, boarding and mind controlling. The standard shield cannot block missiles but slowly recharges.

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* The Zoltan Shield in ''VideoGame/FTLFasterThanLight'' functions much like one of these. It blocks all incoming attacks and prevents your ship from hacking, boarding and mind controlling. The standard shield cannot block missiles missiles, but slowly recharges.recharges.
* In ''VideoGame/GravityCircuit'', standard bosses have two layers (orange and green) on their life bars, and the FinalBoss has three (and can [[DeflectorShields shield himself]] for good measure). [[PlayerCharacter Kai]] can start building up a second health layer for himself by collecting [[HeartContainer health upgrades]], each one adding four extra pips to the green layer.



* In the ''Franchise/{{Gundam}} Battle Assault'' games, instead of duels utilizing a best-two-out-of-three format, each fighter had three life meters. When one is depleted, the mech is "overheated" and flinches for a moment, but the fight otherwise continues without interruption.

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* In the ''Franchise/{{Gundam}} Battle Assault'' games, instead of duels utilizing a best-two-out-of-three format, each fighter had three life meters. When one is depleted, the mech is "overheated" and flinches for a moment, but the fight otherwise continues without interruption.\



* ''VideoGame/{{Iji}}'' has both "Armor" and "HP" stats, for the PlayerCharacter ''and'' enemies. Small arms fire only damages armor, with each HP equating one full armor bar. However, powerful attacks (melee attacks, explosives) directly damage HP, bypassing the armor entirely. Other bosses also have such high HP that the stat is displayed with multiple layered bars. The FinalBoss has up to ''eight'' life bars.

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* ''VideoGame/{{Iji}}'' has both "Armor" and "HP" stats, for the PlayerCharacter ''and'' enemies. Small arms fire only damages armor, with each HP equating one full armor bar. However, powerful attacks (melee attacks, explosives) directly damage HP, bypassing the armor entirely. Other Later bosses also have such HP high HP that the stat is enough to be displayed with multiple layered bars. colored layers on their life meter. The FinalBoss has up can have anywhere from six to ''eight'' life bars.bars, depending on difficulty.



* ''VideoGame/TeamFortress2'' features Temporary Hitpoints known as "overheal", bestowed by the Medic's Medigun and certain LifeDrain weapons. Overheal slowly depletes over time (how fast it depletes depends on your maximum HP; full overheal will always be gone after 20 seconds).

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* ''VideoGame/TeamFortress2'' features Temporary Hitpoints known as temporary HP called "overheal", bestowed by the Medic's Medigun and certain LifeDrain weapons. Overheal slowly depletes over time (how fast it depletes depends on your maximum HP; full overheal will always be gone after 20 seconds).



* ''VideoGame/TheWonderful101'', in the same vein as Bayonetta, can also have bosses with multiple life bars. Most bosses have somewhere around five to ''ten'' layers of health. If you see a boss that has a purple life bar, then get ready for a really long battle. [[spoiler: The final boss's health bar has ''eleven'' layers.]]

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* ''VideoGame/TheWonderful101'', in the same vein as Bayonetta, can also have bosses with multiple life bars. Most bosses have somewhere around five to ''ten'' layers of health. If you see a boss that has a purple life bar, then get ready for a really long battle. [[spoiler: The [[spoiler:The final boss's health bar has ''eleven'' layers.]]
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* StatOverflow, for systems with the actual ability to represent stat overloading.



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* In ''VideoGame/RapidReload'' for the UsefulNotes/PlayStation, Area Bosses have several overlapping life bars, going from blue to green (which is the color of the player's only life bar) to yellow and finally to red. There is also a digital counter, which helps show the damage you're dealing on tougher bosses whose blue bars won't start going down until they're more than halfway to destruction.

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* In ''VideoGame/RapidReload'' for the UsefulNotes/PlayStation, Platform/PlayStation, Area Bosses have several overlapping life bars, going from blue to green (which is the color of the player's only life bar) to yellow and finally to red. There is also a digital counter, which helps show the damage you're dealing on tougher bosses whose blue bars won't start going down until they're more than halfway to destruction.
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* ''VideoGame/EndWar'': Units have two life bars, one for Health (representing direct damage) and the other for Shields (representing evasion and defensive measures).
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* ''VideoGame/ForTheKing'': Both the {{Kraken|AndLeviathan}} and Sea King have a body and [[CognizantLimbs two tentacles]], each with its own life meter. The Kraken will retreat upon losing a tentacle and is killed forever when the body is destroyed; the Sea King's tentacles will fight on after the body is destroyed, so all three parts need to be destroyed to kill it.
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* ''Franchise/{{Pokemon}}'''s Substitute ability does this; the user pays 25% of their max [[HitPoints health]] to hide behind a plush Pokémon-esque doll (likely in a ShoutOut to ''VideoGame/{{Earthbound}}'', that had inventory-carried teddy bears that served a similar purpose) that has the exact same HP as the user lost, and absorbs any attack barring [[SuperScream sound-based moves]] or the [[ArmorPiercingAttack Infiltrator]] ability - and while it seems like a UselessUsefulSpell, and often is in the [[PlayTheGameSkipTheStory main story]]; it has a plethora of secondary effects, including status immunity, and can also assist with stalling tactics or even be Baton Passed onto another team member to protect them on switch-in.

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* ''Franchise/{{Pokemon}}'''s Substitute ability does this; the user pays 25% of their max [[HitPoints health]] to hide behind a plush Pokémon-esque doll (likely in a ShoutOut to ''VideoGame/{{Earthbound}}'', ''VideoGame/{{EarthBound|1994}}'', that had inventory-carried teddy bears that served a similar purpose) that has the exact same HP as the user lost, and absorbs any attack barring [[SuperScream sound-based moves]] or the [[ArmorPiercingAttack Infiltrator]] ability - and while it seems like a UselessUsefulSpell, and often is in the [[PlayTheGameSkipTheStory main story]]; it has a plethora of secondary effects, including status immunity, and can also assist with stalling tactics or even be Baton Passed onto another team member to protect them on switch-in.
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Make Me Wanna Shout is a disambig.


* ''Franchise/{{Pokemon}}'''s Substitute ability does this; the user pays 25% of their max [[HitPoints health]] to hide behind a plush Pokémon-esque doll (likely in a ShoutOut to ''VideoGame/{{Earthbound}}'', that had inventory-carried teddy bears that served a similar purpose) that has the exact same HP as the user lost, and absorbs any attack barring [[MakeMeWannaShout sound-based moves]] or the [[ArmorPiercingAttack Infiltrator]] ability - and while it seems like a UselessUsefulSpell, and often is in the [[PlayTheGameSkipTheStory main story]]; it has a plethora of secondary effects, including status immunity, and can also assist with stalling tactics or even be Baton Passed onto another team member to protect them on switch-in.

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* ''Franchise/{{Pokemon}}'''s Substitute ability does this; the user pays 25% of their max [[HitPoints health]] to hide behind a plush Pokémon-esque doll (likely in a ShoutOut to ''VideoGame/{{Earthbound}}'', that had inventory-carried teddy bears that served a similar purpose) that has the exact same HP as the user lost, and absorbs any attack barring [[MakeMeWannaShout [[SuperScream sound-based moves]] or the [[ArmorPiercingAttack Infiltrator]] ability - and while it seems like a UselessUsefulSpell, and often is in the [[PlayTheGameSkipTheStory main story]]; it has a plethora of secondary effects, including status immunity, and can also assist with stalling tactics or even be Baton Passed onto another team member to protect them on switch-in.
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* ''VideoGame/{{Warframe}}'' has life bars split between [[RegeneratingShieldStaticHealth health and shields]]. [[EliteMooks Eximus units]] additionally possess a special health type called Overguard that appears as an overlay atop their regular bar; it must be fully depleted before they can take normal damage, and renders them [[ContractualBossImmunity immune to crowd control]] while present.
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* Spaceships in ''VideoGame/{{Stellaris}}'' can have up to three health bars. They always have a hull bar, and can be constructed with armour and shields. Shields regenerate automatically, while armour and hull regeneration is restricted to refitting at starbases unless unlocked in the technology tree. [[TacticalRockPaperScissors Ship-mounted weapons are generally more effective versus one kind of defence and less effective (or even useless) against another]], so tactically-minded players can design ships that can punch far above their listed military strength when used against the intended targets.
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* ''VideoGame/{{Metroid}}'' games have Samus with multiple energy tanks. ''VideoGame/SuperMetroid'' also adds the Reserve Tank system, a secondary health storage method that could be triggered manually or when Samus runs out of energy in her main tanks.

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* ''VideoGame/{{Metroid}}'' games have Samus with multiple energy tanks.tanks, each one increasing her maximum health. ''VideoGame/SuperMetroid'' also adds the Reserve Tank system, a secondary health storage method that could be triggered manually or when Samus runs out of energy in her main tanks.

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* Monsters in ''VideoGame/FireEmblemThreeHouses'' have anywhere from 2-4 bars of health, the reserves represented by red crystal icons next to their HP. They also have Latent Abilities that [[TurnsRed activate as you take away bars]].

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* The ''Franchise/FireEmblem'' series occasionally uses this trope.
**
Monsters in ''VideoGame/FireEmblemThreeHouses'' have anywhere from 2-4 bars of health, the reserves represented by red crystal icons next to their HP. They also have Latent Abilities that [[TurnsRed activate as you take away bars]].bars]].
** In ''VideoGame/FireEmblemEngage'', bosses have Revival Crystals, which refill their health each time it's depleted. Unlike ''Three Houses'', though, the health bars are the same amount, whereas in ''Three Houses'', monsters had more health in their last life bars than they did in their first ones.

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* ''VideoGame/{{Iji}}'' has both "Armor" and "HP" stats, for the PlayerCharacter ''and'' enemies. Small arms fire only damages armor, with each HP equating one full armor bar. However, powerful attacks (melee attacks, explosives) directly damage HP, bypassing the armor entirely.
** Some bosses have such high HP that the stat is displayed with multiple layered bars. The FinalBoss has up to ''eight'' life bars.

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* ''VideoGame/{{Iji}}'' has both "Armor" and "HP" stats, for the PlayerCharacter ''and'' enemies. Small arms fire only damages armor, with each HP equating one full armor bar. However, powerful attacks (melee attacks, explosives) directly damage HP, bypassing the armor entirely.
** Some
entirely. Other bosses also have such high HP that the stat is displayed with multiple layered bars. The FinalBoss has up to ''eight'' life bars.


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* ''VideoGame/JetForceGemini'': Each of the green-colored corners of the X-shaped shield in the center of a character's LifeMeter has its own HP, in turn represented by the fragments of the surrounding ring (which, at the start of the game, is halved, but collectiong a HeartContainer will add a new fragment to encourage the player to find enough to complete the ring.

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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss. Also removed a Chained Sinkhole.


* ''Franchise/KingdomHearts'' bosses use layered health bars (which are only visible with the Scan ability). In ''VideoGame/KingdomHeartsI'', there is a single bar that cycles through colors for each additional bar's worth of health (green > yellow > orange > pink > purple, with green being the "base"). Some bosses (such as [[VideoGame/FinalFantasyVII Sephi]][[BonusBoss roth]]) had health ''beyond'' the maximum the bar could display, causing them to appear to be taking no damage from any attacks until they were brought in range. Every game since then has stuck with a green bar and squares underneath, showing how many they had in all. In ''VideoGame/KingdomHeartsChainOfMemories'', however, the colors are mixed up (green > blue > yellow > red, with green being the "base"). From ''VideoGame/KingdomHeartsII'' onward, the colored bar system was ditched in favor of a HP gauge counter, with one full HP bar representing 200 HP.

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* ''Franchise/KingdomHearts'' bosses use layered health bars (which are only visible with the Scan ability). In ''VideoGame/KingdomHeartsI'', there is a single bar that cycles through colors for each additional bar's worth of health (green > yellow > orange > pink > purple, with green being the "base"). Some bosses (such as [[VideoGame/FinalFantasyVII Sephi]][[BonusBoss roth]]) Sephiroth]]) had health ''beyond'' the maximum the bar could display, causing them to appear to be taking no damage from any attacks until they were brought in range. Every game since then has stuck with a green bar and squares underneath, showing how many they had in all. In ''VideoGame/KingdomHeartsChainOfMemories'', however, the colors are mixed up (green > blue > yellow > red, with green being the "base"). From ''VideoGame/KingdomHeartsII'' onward, the colored bar system was ditched in favor of a HP gauge counter, with one full HP bar representing 200 HP.



* Most bosses of the ''VideoGame/{{Yakuza}}'' series have at least 2 or 3, while tougher bosses can have up to 6. Subverted in 6, where all bosses have a single large health bar.
** The Final Boss of ''Yakuza 5'' has '''9'''. [[BonusBoss Jo Amon]] in most games have even more than that, and life bar colors start getting weird when you have that many.

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* ''VideoGame/{{Yakuza}}'':
**
Most bosses of the ''VideoGame/{{Yakuza}}'' series have at least 2 or 3, while tougher bosses can have up to 6. Subverted in 6, where all bosses have a single large health bar.
** The Final Boss of ''Yakuza 5'' has '''9'''. [[BonusBoss [[{{Superboss}} Jo Amon]] in most games have has even more than that, and life bar colors start getting weird when you have that many.
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Marathon Boss has no page image.


** Two superbosses in ''VideoGame/FinalFantasyXII'', the Hell Wyrm and Yiazmat specifically, each had a variant of the game's normal boss health bar. What makes theirs different is the fact that they have '''50''' health bars apiece. Not too bad with the Hell Wyrm, which had only 8,930,711 HP. This sounds like a lot, and it is, but the game's battle system means you can hit hard and rapidly if you've got your Gambits set up right. That's ''nothing'' compared to what Yiazmat has. You really wanna know, huh? Well... 50,112,254 HP. There's a reason why Yiazmat is the page image for MarathonBoss. Strangely, the other superboss of the game, Omega Mark XII, does NOT have a health bar like this, considering how it has 10,370,699 HP in the Japanese version (even there it doesn't have it!) Possibly justified for the western releases, [[{{Nerfing}} which took 9,000,000 health off its original counterpart]].

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** Two superbosses in ''VideoGame/FinalFantasyXII'', the Hell Wyrm and Yiazmat specifically, each had a variant of the game's normal boss health bar. What makes theirs different is the fact that they have '''50''' health bars apiece. Not too bad with the Hell Wyrm, which had only 8,930,711 HP. This sounds like a lot, and it is, but the game's battle system means you can hit hard and rapidly if you've got your Gambits set up right. That's ''nothing'' compared to what Yiazmat has. You really wanna know, huh? Well... 50,112,254 HP. There's a reason why Yiazmat is the page image for MarathonBoss. Strangely, the other superboss of the game, Omega Mark XII, does NOT have a health bar like this, considering how it has 10,370,699 HP in the Japanese version (even there it doesn't have it!) Possibly justified for the western releases, [[{{Nerfing}} which took 9,000,000 health off its original counterpart]].
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* ''VideoGame/KaijuWars'': The titular kaiju typically begin most missions with two-to-three health bars, and can gain more as they heal themselves. Fully depleting one of a kaiju's health bars will reduce its movement speed by one, making it more difficult for the kaiju to reach whatever building it's currently trying to destroy. In [[GiantFly Pterus Ignis]]'s case, bringing the creature down to its last health bar will also ground it, leaving it vulnerable to the player's non-anti-air units.

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* ''VideoGame/KaijuWars'': The titular kaiju typically begin most missions with two-to-three health bars, and can gain more as they heal themselves. Fully depleting one of a kaiju's health bars will reduce its movement speed by one, making it more difficult for the kaiju to reach whatever building it's currently trying to destroy. In [[GiantFly [[GiantFlyer Pterus Ignis]]'s case, bringing the creature down to its last health bar will also ground it, leaving it vulnerable to the player's non-anti-air units.
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* ''VideoGame/KaijuWars'': The titular kaiju typically begin most missions with two-to-three health bars, and can gain more as they heal themselves. Fully depleting one of a kaiju's health bars will reduce its movement speed by one, making it more difficult for the kaiju to reach whatever building it's currently trying to destroy. In [[GiantFly Pterus Ignis]]'s case, bringing the creature down to its last health bar will also ground it, leaving it vulnerable to the player's non-anti-air units.
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* ''Webcomic/DICETheCubeThatChangesEverything'': When Mio inspects X's Mars King robot, it shows a stack of 9 health bars. It's still taken down with a few hits from the [[CycleOfHurting Time Cutter]].
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[[folder:Web Original]]
* Literature/NESGodzillaCreepypasta:
** The last boss in the BossRush of Extus, [[spoiler:the Chimera]], has two life meters with 20 bars of life each.
** [[spoiler:Red's Final Form]] takes things a step further; having ''three'' life meters with 23 bars of life each.
[[/folder]]
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* ''VideoGame/EccoTheDolphin'' has both a health meter and a breath meter. Ecco is a mammal so he has to breathe air. Eating fish restores the health meter and surfacing or finding underwater air pockets fill the air meter.
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Bypass redirect


* The ''TabletopGame/{{Fate}}'' system effectively combines all three, especially in its post-''TabletopGame/SpiritOfTheCentury'' incarnations such as ''TableTopGame/TheDresdenFiles''. Characters have both at least one stress track (and usually multiples, such as e.g. physical, mental, and social) and a small number of "consequence" slots that can be filled in with additional negative aspects of increasing severity. Stress, regardless of type, is temporary and clears out after each conflict assuming the character has a suitable chance to catch his or her breath; consequences on the other hand can last quite a while and in the worst case even be permanent, but help "soak up" more damage than the stress track alone could handle. Any successful attack that the character cannot or for some reason will not absorb with a combination of stress and consequences will take him or her out of the conflict; what precisely that means depends on the context (most people won't spontaneously die after losing a heated public debate, for example), but ''is'' by and large up to the winning side and probably not good.

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* The ''TabletopGame/{{Fate}}'' ''UsefulNotes/{{Fate}}'' system effectively combines all three, especially in its post-''TabletopGame/SpiritOfTheCentury'' incarnations such as ''TableTopGame/TheDresdenFiles''. Characters have both at least one stress track (and usually multiples, such as e.g. physical, mental, and social) and a small number of "consequence" slots that can be filled in with additional negative aspects of increasing severity. Stress, regardless of type, is temporary and clears out after each conflict assuming the character has a suitable chance to catch his or her breath; consequences on the other hand can last quite a while and in the worst case even be permanent, but help "soak up" more damage than the stress track alone could handle. Any successful attack that the character cannot or for some reason will not absorb with a combination of stress and consequences will take him or her out of the conflict; what precisely that means depends on the context (most people won't spontaneously die after losing a heated public debate, for example), but ''is'' by and large up to the winning side and probably not good.
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* ''VideoGame/{{Brigador}}'' has three different layers of health: Hull, which can't be restored in any way, Shields, which is restored between missions and via Shield pickups, and Overshield, which is gained from excess Shield from pickups and slowly degenerates over time.

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* ''VideoGame/{{Brigador}}'' has three different layers of health: Hull, which can't be restored in any way, Shields, which is can be restored between missions and via with Shield pickups, and Overshield, which is gained from excess Shield from pickups and slowly degenerates over time.
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* ''VideoGame/MadnessProjectNexus2'' features [[CallAHitPointASmeerp Corpus]] and TAC-Bar. Corpus represents the player's health, divided into blocks that [[RegeneratingHealth regenerate as long as they're not fully depleted]]. TAC-Bar serves as a "shield" that reduces/nullifies ranged attacks as long as you're facing the attack and regenerates when killing enemies.
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* Players in ''VideoGame/SCPSecretLaboratory'' have a regular health bar and one of two secondary health bars, depending :

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* Players in ''VideoGame/SCPSecretLaboratory'' have a regular health bar and one of two secondary health bars, depending :on if they're human or SCP:
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** SCPs get Hume Shields, which fully absorb damage taken and regenerate after not taking damage for long enough.

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** SCPs [=SCPs=] get Hume Shields, which fully absorb damage taken and regenerate after not taking damage for long enough.

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