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* In ''{{Thexder}}'', using the shields activated a secondary (temporary) meter that could absorb 100 HP of damage, while your main LifeMeter was impervious to damage in the meantime.

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* In ''{{Thexder}}'', ''VideoGame/{{Thexder}}'', using the shields activated a secondary (temporary) meter that could absorb 100 HP of damage, while your main LifeMeter was impervious to damage in the meantime.
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impressive but not impossible


* In ''ProblemSleuth,'' Demonhead Mobster Kingpin not only has multiple life bars that constantly refill, but can [[http://www.mspaintadventures.com/?s=4&p=001742 spawn more of them indefinitely]]. [[BeyondTheImpossible He still loses.]]

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* In ''ProblemSleuth,'' Demonhead Mobster Kingpin not only has multiple life bars that constantly refill, but can [[http://www.mspaintadventures.com/?s=4&p=001742 spawn more of them indefinitely]]. [[BeyondTheImpossible [[spoiler: He still loses.]]
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* ''TabletopGame/TheWorldOfDarkness'' (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.

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* ''TabletopGame/TheWorldOfDarkness'' tabletop [=RPGs=] (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.
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* ''MegaManZero'' introduced layered life bars to the MegaMan series, and ''MegaManZX'' continued this tradition. In fact, you can even get your own layered life bar.

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* ''MegaManZero'' ''VideoGame/MegaManZero'' introduced layered life bars to the MegaMan series, and ''MegaManZX'' ''VideoGame/MegaManZX'' continued this tradition. In fact, you can even get your own layered life bar.



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* ''AlphaProtocol'' uses the layered hit points system for both the protagonist and most powerful enemies, including bosses. The "regenerating shield" part is called "endurance," and it represents a combination of body armor and willpower, and notably does ''not'' block everything (explosions tend to "bleed" through, for example).

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* ''AlphaProtocol'' uses the layered hit points system for both the protagonist and most powerful enemies, including bosses. The "regenerating shield" part is called "endurance," and it represents a combination of body armor and willpower, and notably does ''not'' block everything (explosions tend to "bleed" through, for example). It also featured a semi-layered health bar underneath. Health was split into sub bars which determined how much you could heal. During missions, health items could restore one's health up to the last bar that was full. For example, if you depleted a bar to half, it could be refilled. But if you depleted a bar fully, that bar would remain empty until the next mission.
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** If shield and armor are gone, the ship's weapons and modules are exposed to attacks. Any damage to hull may bleed through modules, damaging or disabling them. Even if the ship survives the ordeal, it has to dock up and get repairs to be spaceworthy again.
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* The MassEffect series uses kinetic barriers (referred to as "shields" by you and your squadmates) followed by your actual health. Enemies can have up to three layers of HP, the first being their Barrier or Shield, the second being their Armor and the last one being their Health.
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* The ''X Wing'' series and ''DarkForces'' series feature shields and health. In ''X Wing'', shields regenerate. In ''DarkForces'', they take energy damage, but not punches. 0% on your health points kills you.

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* The ''X Wing'' series and ''DarkForces'' ''[[VideoGame/DarkForcesSaga Dark Forces]]'' series feature shields and health. In ''X Wing'', shields regenerate. In ''DarkForces'', ''[[VideoGame/DarkForcesSaga Dark Forces]]'', they take energy damage, but not punches. 0% on your health points kills you.
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These examples have now their own trope


* Another common variant is giving unit a regenerating [[DeflectorShields shield]] on top of HitPoints that don't regenerate automatically. This variant is used for:
** Protoss units in ''StarCraft''
** The player's ship in ''Tyrian''
** The Wizards from ''VideoGame/CursedTreasure'' have a regenerating forcefield that soaks up damage.
** the ''{{Halo}}'' series has two bars: One for health, and the other (which regenerates after a few seconds of not being shot at,) is for shields. Once the shield is disabled, the health can be drained with weapons, punching, or grenades. Of course, a powerful enough attack can kill a person without removing the shield, as well.
** ''MassEffect1' used this form, though certain ammo upgrades and powers could deal damage directly to health.
*** ''MassEffect2'' gets complicated. Most enemies have a bar of armor, shields, or barriers (each affected by different abilities), protecting a bar of health. Unusual enemies can have three or more bars, and some have no health bar at all. Abilities that stun or immobilize foes will only work once their health bar is exposed, and will not work on foes without health bars.r
** ''SinsOfASolarEmpire''
** ''Warhammer40000SpaceMarine'' has the same, with regenerating 'armour' and non-regenerating health.

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* Some TabletopRPG systems (''{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.

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* Some TabletopRPG systems (''{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest. rest.
* In the third edition of ''DungeonsAndDragons'', some powers can deal damage to a target's ability scores. At high levels, a lot of monsters have hundreds or even thousands of HP, but only 10 points of their lowest ability score, and most creatures don't have anything to heal ability damage. This makes it a GameBreaker that was removed from 4E.
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* In ''ProblemSleuth,'' Demonhead Mobster Kingpin not only has multiple life bars that constantly refill, but can spawn more of them indefinitely. [[BeyondTheImpossible He still loses.]]

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* In ''ProblemSleuth,'' Demonhead Mobster Kingpin not only has multiple life bars that constantly refill, but can [[http://www.mspaintadventures.com/?s=4&p=001742 spawn more of them indefinitely.indefinitely]]. [[BeyondTheImpossible He still loses.]]
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* ''VideoGame/MasterOfOrion 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. Drives are low on HP, but rarely hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are [[NoSell countered]] sometimes, though.

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* ''VideoGame/MasterOfOrion 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit separate points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. drive is reduced to 0 HP. Drives are low on HP, but rarely get hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are can be [[NoSell countered]] sometimes, countered]], though.



* ''VegaStrike'' has sectored regenerating shields, then sectored ablative armor, then hull, with possible SubsystemDamage as a CriticalHit each time the hull is hit. "Non-lethal" {{EMP}} weapons don't kill the hull and can disable a ship so it can be captured.

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* ''VegaStrike'' has sectored regenerating shields, then sectored ablative armor, then hull, with possible SubsystemDamage as hull. Each hit to the hull has a chance of becoming CriticalHit each time the hull is hit.for some or other SubsystemDamage. "Non-lethal" {{EMP}} weapons don't kill the hull and can disable a ship so it can be captured.
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* In ''GalacticCivilizations II'', starship defenses (shields, armor and point defenses) essentially work as temporary extra layers of hitpoints which vary with the RandomNumberGods' whim during every combat round and absorb fire before the actual hitpoints take damage.

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* In ''GalacticCivilizations II'', starship defenses (shields, armor and point defenses) essentially work as temporary extra layers of hitpoints which vary with the RandomNumberGods' random number generator's whim during every combat round and absorb fire before the actual hitpoints take damage.

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*** ''MassEffect2'' gets complicated. Most enemies have a bar of armor, shields, or barriers (each affected by different abilities), protecting a bar of health. Unusual enemies can have three or more bars, and some have no health bar at all. Abilities that stun or immobilize foes will only work once their health bar is exposed, and will not work on foes without health bars.

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*** ''MassEffect2'' gets complicated. Most enemies have a bar of armor, shields, or barriers (each affected by different abilities), protecting a bar of health. Unusual enemies can have three or more bars, and some have no health bar at all. Abilities that stun or immobilize foes will only work once their health bar is exposed, and will not work on foes without health bars.r
** ''SinsOfASolarEmpire''


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* In ''GalacticCivilizations II'', starship defenses (shields, armor and point defenses) essentially work as temporary extra layers of hitpoints which vary with the RandomNumberGods' whim during every combat round and absorb fire before the actual hitpoints take damage.
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* The ''WorldOfDarkness'' (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.

to:

* The ''WorldOfDarkness'' ''TabletopGame/TheWorldOfDarkness'' (and video games based on them, such as ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.
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*** ''MassEffect2'' uses replenishable Barriers or Shields (which one depends on the class), then non-regenerating armor (only for enemies), then actual health (which regenerates for the player character and certain enemies). Vehicles use only Shield and Armor.

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*** ''MassEffect2'' uses replenishable Barriers gets complicated. Most enemies have a bar of armor, shields, or Shields (which one depends on the class), then non-regenerating armor (only for enemies), then actual barriers (each affected by different abilities), protecting a bar of health. Unusual enemies can have three or more bars, and some have no health (which regenerates for the player character and certain enemies). Vehicles use bar at all. Abilities that stun or immobilize foes will only Shield work once their health bar is exposed, and Armor.will not work on foes without health bars.
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* ''DragonBall Advanced Adventure'' uses the method of layered lifebars to indicate that much more health while conserving screen space. Even though there's health power-ups that give you more layers on your lifebar, the first fights against General Tao and King Piccolo start you with one layer when the opponent has several, the telltale sign that [[HopelessBossFight the plot's calling for Goku to get clobbered]].
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* 1E ''GammaWorld''

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* 1E ''GammaWorld''''TabletopGame/GammaWorld''



** Module S3 ''Expedition to the Barrier Peaks''. Police robots had a 20 hit point force shield that acted like the ''GammaWorld'' Force Field Generation ability, except that it regenerated at 1 hit point per melee round.

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** Module S3 ''Expedition to the Barrier Peaks''. Police robots had a 20 hit point force shield that acted like the ''GammaWorld'' ''TabletopGame/GammaWorld'' Force Field Generation ability, except that it regenerated at 1 hit point per melee round.
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** A common setup is RegeneratingShieldsStaticHealth. See that trope for details.

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** A common setup is RegeneratingShieldsStaticHealth.RegeneratingShieldStaticHealth. See that trope for details.



* RegeneratingShieldsStaticHealth

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* RegeneratingShieldsStaticHealthRegeneratingShieldStaticHealth

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** A common setup for DeflectorShields, then ablative armor, then "true" damage. Some layers may have HealingFactor of their own and any given layer may or may not be heal-able after it has been fully depleted. Frequently, each layer is vulnerable to different types of attacks or has different weak points. One of the layers may be used to define when the character TurnsRed.

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** A common setup is RegeneratingShieldsStaticHealth. See that trope for DeflectorShields, then ablative armor, then "true" damage. Some layers may have HealingFactor of their own and any given layer may or may not be heal-able after it has been fully depleted. Frequently, each layer is vulnerable to different types of attacks or has different weak points. One of the layers may be used to define when the character TurnsRed.details.


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* RegeneratingShieldsStaticHealth
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* [[SuperMarioBros Petey Piranha]] in ''SuperSmashBros Brawl'' holds 2 cages, each one with a life bar, to defeat him you have to destroy either of the cages while attacking him directly lowers both cages bars equally.
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* ''MasterOfOrion 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. Drives are low on HP, but rarely hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are [[NoSell countered]] sometimes, though.

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* ''MasterOfOrion ''VideoGame/MasterOfOrion 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. Drives are low on HP, but rarely hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are [[NoSell countered]] sometimes, though.
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Duplicate example.


* Several bosses in ''DistortedTravesty'' have multiple life bars, and usually [[TurnsRed change their behaviour]] after one of them was depleted.
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** Bosses in ''{{Touhou}}'' games have multiple life bars. Whenever one is depleted they switch to the next attack pattern.
** Several bosses in ''DistortedTravesty'' have multiple life bars, and usually [[TurnsRed change their behaviour]] after one of them is depleted.

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** Bosses in ''{{Touhou}}'' ''VideoGame/{{Touhou}}'' games have multiple life bars. Whenever one is depleted they switch to the next attack pattern.
** Several bosses in ''DistortedTravesty'' ''VideoGame/DistortedTravesty'' have multiple life bars, and usually [[TurnsRed change their behaviour]] after one of them is depleted.
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* ''EveOnline'' ships have shield, armor, and hull HP bars.

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* ''EveOnline'' ships have shield, armor, and hull HP bars. Layered, but once one bar is sufficiently lowered, damage can start bleeding through to the layer underneath.
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duplicate entry


* [[ExactlyWhatItSaysOnTheTin Temporary Hitpoints]] in ''DungeonsAndDragons'' give you some extra HitPoints to soak up damage with. Unlike real HitPoints, you don't get to keep them past the end of the battle if you have some left.
Camacan MOD

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** The Wizards from ''Videogame/CursedTreasure'' have a regenerating forcefield that soaks up damage.

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** The Wizards from ''Videogame/CursedTreasure'' ''VideoGame/CursedTreasure'' have a regenerating forcefield that soaks up damage.
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** The Wizards from ''CursedTreasure'' have a regenerating forcefield that soaks up damage.

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** The Wizards from ''CursedTreasure'' ''Videogame/CursedTreasure'' have a regenerating forcefield that soaks up damage.
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* The final boss of ''game/ClockTower 3'', this is quite jarring because no other boss had these, so seeing his death count translate to ''Three full-sized health bars'' may have caused quite an OhCrap.

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* The final boss of ''game/ClockTower 3'', this ''VideoGame/ClockTower 3''. This is quite jarring because no other boss had these, so seeing his death count translate to ''Three ''three full-sized health bars'' may have caused quite an OhCrap.
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* Some tabletop rpg systems (''{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.
* Games of ''[[{{Ptitleavm2017y}} Magic: The Gathering]]'' are usually lost when a player runs out of [[HitPoints life]], but you can also lose by accumulating 10 poison counters or running out of cards. All of these have decks behind them, though the poison counter deck used to be weak.

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* Some tabletop rpg TabletopRPG systems (''{{Shadowrun}}'' and ''[[{{Champions}} Hero System]]'' being prominent examples) differentiate stun damage and physical injury and keep track of them separately. Running out of either will knock you out, but recovering from injury is long and hard, while stun damage clears after a short rest.
* Games of ''[[{{Ptitleavm2017y}} Magic: The Gathering]]'' ''MagicTheGathering'' are usually lost when a player runs out of [[HitPoints life]], but you can also lose by accumulating 10 poison counters or running out of cards. All of these have decks behind them, though the poison counter deck used to be weak.



* The ''WorldOfDarkness'' (and video games based on them, such as ''VampireBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.

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* The ''WorldOfDarkness'' (and video games based on them, such as ''VampireBloodlines'') ''VampireTheMasqueradeBloodlines'') all use a mix of SubsystemDamage and Alternate Knockout Conditions: Stun and Bashing damage merely gets converted to Lethal when it exceeds a threshold, but too much Lethal or Aggravated kills you dead.



* ''{{Master of Orion}} 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. Drives are low on HP, but rarely hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are [[NoSell countered]] sometimes, though.

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* ''{{Master of Orion}} ''MasterOfOrion 2'' has damage applied to sectored and regenerating shields, then armor, then hull structure and systems -- drive, computer and shield generator has their hit points, other systems are either broken or not. A ship is killed only when reduced to 0 HP in its structure ''or'' drive. Drives are low on HP, but rarely hit and stations haven't any. Some weapons can penetrate normal shields or armor, emission-guided missile variant always hits drives and [[{{EMP}} one gun]] ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures are [[NoSell countered]] sometimes, though.

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