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4[[quoteright:350:[[VideoGame/DragonQuestVIII https://static.tvtropes.org/pmwiki/pub/images/Tyrantosaurus_spanking_5546.jpg]]]]
5[[caption-width-right:350:BAM! You just got Tyrannosaurus [[{{Pun}} Wrecked]]!]]
6
7->'''Karashi:''' Had enough?\
8'''Khrima:''' You know very well that by the definition of hit points that I haven't yet had enough.
9-->-- ''Webcomic/{{Adventurers}}''
10
11In most video games centered around combat, Hit Points are a measure of how close to [[GameOver death]] or [[NonLethalKO incapacitation]] a character is.
12
13Rather than bothering to simulate realistic injuries, players get a number or LifeMeter attributed to their character to indicate their current condition. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. Some games (especially {{Tabletop RPG}}s) may HandWave it as an abstraction of non videogame tropes such as PlotArmor and HeroicResolve, or actual health vs. injury: As a character's HP drops, it's ostensibly their talent/luck at dodging, deflecting and absorbing the worst blows dropping as they get more tired and desperate, until they ''actually get hurt'' badly enough to be out of combat.
14
15This trope can be directly traced from the original ''TabletopGame/DungeonsAndDragons'', right down [[TropeNamer to the name]]. Since then, it's been used in genres as diverse as FirstPersonShooter, RolePlayingGame, and RealTimeStrategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is OneHitPointWonder where any damage is immediately fatal). On some occasions, the number itself is hidden and only a LifeMeter is shown to represent damage. SurvivalHorror games favor foregoing even that, and simply displaying one of three to four colors in the status screen to indicate the player's well-being.
16
17In {{First Person Shooter}}s, this number is often ''exactly'' 100, and is taken to be a percentage of the player's normal uninjured health, with "mega health"-type items that cause your health to go above 100 often resulting in your health slowly ticking back down to 100. Ever since ''VideoGame/GoldenEye1997'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[BoomHeadshot a bullet in the head]] is exactly the same as twelve in the foot, or what have you. This also means that eleven hits to the foot will not only not kill you, but often not even impair your movement - after all, it's OnlyAFleshWound. It's a good thing there are so many [[HealThyself water fountains]] and {{Healing Potion}}s spread about.
18
19In many {{Role Playing Game}}s, you usually get a higher maximum number of Hit Points with each CharacterLevel.
20
21[[CallAHitPointASmeerp They're not always called "Hit Points,"]] sometimes they are called "Health Points," or are collectively referred to as "Health Power." For spaceships and other vessels, they are often "Hull Points". If they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's SubSystemDamage. Sometimes entities have MultipleLifeBars, layered in combinations like RegeneratingShieldStaticHealth or for different types of attacks.
22
23One common RolePlayingGame variation is to have two separate hit point values, one tracking fatigue and exhaustion while the other tracks wounds and injury. If the fatigue value goes to zero, the character may fall unconscious and/or start passing damage on to the wound total.
24
25They're often displayed in a LifeMeter, which is a subtrope. There's also VagueHitPoints for when a game has these, but the player doesn't know how many they, or the enemy, has.
26
27Occasionally you'll see something similar in non-game media, like when the CoolShip in the SpaceOpera measures its integrity as a single number which represents the status of its {{Deflector Shield}}s or something.
28
29----
30!!Exceptions:
31
32[[foldercontrol]]
33
34[[folder:Action Game]]
35* In the VideoGame adaptation of ''Film/SupermanReturns'', the titular hero doesn't have hit points ... rather, the city does.
36** Similarly, in ''VideoGame/StarFox2'', the entire planet of Corneria has a percent-based hit point count.
37* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the Platform/Atari2600 version, the player character changes colors whenever he gains or loses a hit point.
38[[/folder]]
39
40[[folder:Fighting Game]]
41* In normal gameplay of the ''VideoGame/SuperSmashBros'' series, each fighter's damage is tracked in percentages rather than Hit Points, ranging from any decimal number between 0% to 999% (the display only shows damage as integers). Reaching 100% damage is somewhat arbitrary, as players with damage above that number can still survive and continue fighting. However, the various Bosses (Master Hand, Crazy Hand, and the Subspace Emissary bosses) utilize Hit Points, and the fighters themselves also utilize Hit Points in Stamina Mode/Special Brawl "Stamina" from ''Melee'' onward. In Classic Mode, the Hit Points of Master (and Crazy) Hand are visible in numerical values. However, the Hit Points' numerical values of ''Brawl''[='s=] Subspace Emissary (Adventure) and Boss Battles modes are hidden from the player's view, instead being displayed by a red numberless LifeMeter.
42** Additionally, it's thought that the [[http://www.ssbwiki.com/HP "Hit Points"]] of the games are actually measured as ''negative'' percentage damage.
43* The ''VideoGame/BushidoBlade'' fighting series used aversion of this trope as a selling point. Unlike most fighting games that use HP bars, Bushido Blade lets you fight just until you receive a lethal injury. A solid hit to the head or body ends the match right there. Hitting an arm or leg would disable that limb--if both your legs are crippled, you can't even stand up.
44* All traditional {{Fighting Game}}s have hit points but very few of them actually show this information to the player. The numeric value of a character’s vitality is typically only shown in training mode, with the main modes simply opting for a LifeMeter to represent vitality (some games do reference numeric health values to show combo damage). However some games do make this information persistently available. Examples include ''VideoGame/BattleFantasia'' (in an effort to simulate turn-based RPG battles) and ''VideoGame/Injustice2''.
45** How fighting games adjust hit point values across the cast can also vary: the most simple approach is to make the number the same for every character. However, games like ''Franchise/StreetFighter'' can give each character unique health values and others offer a more in-depth system: characters in ''VideoGame/GuiltyGear'' for example nominally share the same total HP number but can combine unique base defense modifiers and Guts ratings (a value which determines the magnitude of an additional defense buff which grows as the character's lifebar lowers) which effectively make them more or less durable both from round start and situationally (eg. a GlassCannon like Chipp Zanuff can have a higher Guts rating than the more broadly durable MightyGlacier Potemkin to give him a fighting chance at low health).
46[[/folder]]
47
48[[folder:First-Person Shooter]]
49* Pretty much any FirstPersonShooter released before 2001's ''VideoGame/HaloCombatEvolved'' will use traditional Hit Points. Most, but not all, released afterward will use RegeneratingHealth. A few, like the aforementioned ''Halo'' will use both, typically represented with a second LifeMeter, usually called something like "Stamina" or "Shields." For the most part, healing items will only improve the non-regenerating side.
50* ''VideoGame/Left4Dead'' has the survivors with the standard 100 hit points. However, once they hit 40 hit points and below, they start to show the signs of their injuries, moving slower and slower, until they hobble along painfully at 1 hit point.
51** Pain pills will give survivors a temporary health boost and it wears down over time. When someone is down, their health for being down starts at 300 points and drains by 3 points per second and more if attacked. Survivors die if the incap health reaches zero.
52** Special infected have their own amounts of health as well but they can only be actually seen when playing as them in VS mode.
53* ''VideoGame/KillingFloor'' does much the same, though instead of an "incapacitated" status, players instantly drop dead when their health reaches zero. It should also be noted that attempting to heal causes HP to roll upwards, while Specimen attacks will instantly deduct HP and can interrupt healing attempts.
54* Befitting its class-based model, ''VideoGame/TeamFortress2'', much like ''VideoGame/TeamFortressClassic'', gives the classes differing levels of health. Lightweight support classes like the [[FriendlySniper Sniper]], the [[DoubleReverseQuadrupleAgent Spy]], and the [[TheEngineer Engineer]] can expect to go in with only 125 points of health. Combat classes like the [[JackOfAllStats Soldier]] and the [[MightyGlacier Heavy]] are graced with 200 and 300 HP, respectively. The most unusual feature about health, though, is that it is possible to gain more than your class' maximum value courtesy of the overhealing function from Medics, but also actively ''change'' the base total through input on the part of the player's choice in weapons. This idea of changing the base health value of a player is atypical in first person shooters. The most dramatic case of this is the Eyelander, a massive two-handed sword for the Demoman, which initially decreases the Demoman's health down to 150 HP (from 175 points), but with every kill made by the sword, he will [[OffWithHisHead take heads]] and gain a boost to speed and maximum health.
55* In ''VideoGame/NoOneLivesForever'', there are separate meters for health and armour. Armour can be repaired during a mission, but health can not.
56[[/folder]]
57
58[[folder:LARP]]
59* In the ''Roleplay/OtakonLARP'', Characters (and items) have hit points assigned on a case-by-case basis, and can be restored by an hour-long trip to the Hospital (Out of game waiting period), or at Noon and Midnight.
60[[/folder]]
61
62[[folder:[=MMORPGs=]]]
63* In ''VideoGame/{{Mabinogi}}'' there were wounds represented by un-recoverable health, when wounded. Players could only recover health up to where a faded red bar is (either by using healing spells, health potions, or gradually recovering it). First aid can be performed by many classes. But only heals wounds, not health. And only if the player is carrying bandages with them.
64** The game does a good job at combining the "hit points aren't health" concept with the idea that even in-universe you're an extraplanar creature using a nigh-immortal avatar (NPC communities depend on doctors and herbalists for healing rather than priests and healing magic). HP recovery is very plentiful (and healing potions, while ''mildly toxic'', have no cooldown or usage limits), but recovering from actual injury tends to require more preparation, rather more so if you can't combine it with extensive rest. And no amount of damage can actually drop you until you fail a willpower check - though it still accumulates past the 0-HP stage. The game's designed so that a player who's enough of a {{Determinator}} can push through threats way out of their character's weight class at the expense of increasingly ugly long-term costs.
65[[/folder]]
66
67[[folder:Platformer]]
68* ''Franchise/SonicTheHedgehog'' is something that manages to fall into the gap between the two health systems: a OneHitPointWonder without rings, invulnerable to most things with them. Rings are usually plentiful, and you even get a chance to grab some back if you get hit. The [[SingleUseShield Shield power up]] stacks with the rings, giving the player an extra hit point on top of their rings.
69** ''VideoGame/SegaSonicTheHedgehog'' is the first and so far only game in the series to use a true LifeMeter for the characters. Rings restore the meter.
70** ''VideoGame/TailsAdventure'' is one of the first games in the franchise to use Rings as a health bar. Tails carries a limited amount of rings on him, and dies when he loses all of his rings. Chaos Emeralds function as a HeartContainer, increasing the max amount of rings Tails can have.
71** ''VideoGame/SonicAdventure2''. Tails' and Eggman's Mechs use ''both'' a LifeMeter and Rings at the same time. You lose both health and rings when hit, but you can gather the dropped rings back to recover some lost life. Rings do not prevent death however, you lose a life when the life meter runs out regardless of your ring count.
72** In ''VideoGame/ShadowTheHedgehog'', the ring counter functions more like a typical life bar: You lose 10 rings instead of all of them when struck.
73** In ''VideoGame/SonicGenerations'', if Sonic has more than a certain number of rings in his possession, he will lose a considerable percentage of them. Less than that, and he will lose all of them.
74%% I think that certain number may be 20, but I can't remember. Also, I think that considerable percentage ranges from 75%-99%. What's the exact formula for determining how many rings are lost? Can someone check?
75* Mario in the various ''Franchise/SuperMarioBros'' games have a simple hit point system. If Mario is in his super (big) form or has a power up like a fire flower, he can take a hit and shrink in size. Get hit while small and it counts as a lost life, so Mario essentially has 2 hit points. Some games has Mario go from powered up to super form when hit before going to small form, giving him 3 hit points.
76** ''VideoGame/SuperMarioBros2'' had a LifeMeter where the characters could only take 2 hits, but finding mushrooms extended the life meter by one point, up to a maximum of 4 units of health (the GBA port extends the limit to 5 hits).
77** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom. ''VideoGame/SuperMarioOdyssey'' also has a three-hit meter, but doubles it to six if [[MercyMode Assist Mode]] is turned on (and Assist Mode lets the HP regenerate too). There's a Life-Up Heart that adds three more points to the meter [[spoiler:and is automatically added when Mario controls Bowser.]]
78** The Mario RPG games (''VideoGame/SuperMarioRPG'', ''VideoGame/PaperMario'' series, and ''VideoGame/MarioAndLuigi'' series) refer to all player characters' health as '''Heart Points''', which are represented by little stylistic hearts.
79* The original ''VideoGame/DonkeyKongCountry'' trilogy has a pretty unique way of going about this. You control two characters at once, but both of them are a OneHitPointWonder. Getting hit doesn't cost you a life, however. You just lose whomever you are controlling and take control of your partner, making your partner essentially your extra hit point, and you can get your lost character back by finding DK Barrels, "returning" your hit points from one back to two. ''VideoGame/DonkeyKongCountryReturns'' and ''VideoGame/DonkeyKongCountryTropicalFreeze'' play this more straight, where you are given a simple life meter with two hit points.
80* In ''VideoGame/GhostsNGoblins'' and its sequels, the player character Arthur's [[BodyArmorAsHitPoints body armor]] is the players' only means of protection. Taking damage results in losing his armor and being stripped down to his undies, where another hit kills him. Later games, like ''Resurrection'' and the international version of ''Ultimate'' alter this so that Arthur can take more hits before being stripped to his undies. (the former only loses pieces of his armor when he gets hit instead of losing the armor completely depending on difficulty, while the latter plays this trope more straight where the armor can take more hits before breaking).
81* In the ''VideoGame/CrashBandicoot'' games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief [[InvincibilityPowerUp invincibility]]. Otherwise, Get hit without a mask and [[OneHitPointWonder Crash]] (or [[BrotherSisterTeam Coco]]) is done for.
82* ''Franchise/SpyroTheDragon'': Spyro's [[FairyCompanion dragonfly buddy]] Sparx serves as the players' life meter, turning different colors as he gets weaker before disappearing, at which point any further damage to the player is fatal.
83* The ''VideoGame/BanjoKazooie'' games has "Honeycomb energy" to represent the player's health, that can be restored by grabbing Hexagon-shaped Honeycombs, usually by whacking enemies or breaking beehives.
84* ''VideoGame/YookaLaylee'' uses [[HeartsAreHealth heart-shaped]] butterflies as the players' health.
85* ''VideoGame/ApeEscape'': The players' health is measured by shortbread cookies, that can be replenished by gathering cookies. ''2'' and ''3'' alter this so that the cookies break a little at minor damage instead of losing it completely when getting hit.
86* ''VideoGame/ClarencesBigChance'': You can restore them by eating literal hearts. Lampshaded;
87-->"Like so many cyberland characters, Clarence, you can rejuvenate your vim by devouring the hearts of your fallen victims. Go on. Give 'em a scoff to fill up your lovely heart points and stave off death for another day."
88* The first {{VideoGame/Bubsy}} game averts this by making you a OneHitPointWonder. The sequels, however, give you a health meter. Bubsy II gives you 3 hit points (represented by Bubsy’s expression by the lives counter, ranging from cool and cocky at full health, to slightly nervous on his first hit, to an OhCrap expression when another hit will take him out). Bubsy 3D gives you a numerical counter which starts each life with 3 “Paw Points,” which can be boosted up to 99 by accruing enough ScoringPoints ([[Every10000Points every 40,000 was good for another “Paw Point,” while every 100,000 carried an extra life]]).
89* ''Franchise/RatchetAndClank'' has Nanotech as HP, explained as a nanobot charges that heal wounds that Ratchet receives. How precisely this works varies from game to game:
90** In [[VideoGame/RatchetAndClank2002 the first game]] Ratchet had 4 nanotech points, and could find a vendor machine allowing him to buy 1 and 3 more points, up to 8 of total. Any wound in the game costs exactly one HP, minus things that instantly kill Ratchet.
91** The [[VideoGame/RatchetAndClankGoingCommando next game]] overhauled the system substantially. Ratchet now gains supplementary nanotech by gaining experience up to a certain maximum, but last 8 of them must be obtained through the upgrades hidden in levels, some of which are fiendishly hard to get. Also, the damage this time scales up and can be reduced by armor. The next games kept this system but ditched the collectible upgrades.
92** Most games have also vehicles who each have their Armor/HP bar (not implied to be nanotech) and if they come with shield like Ratchet's Star Explorer, those have their own HP too (though not shown).
93** When playing as Clank, his health is almost always set at 4HP and does not upgrade, ever.
94* ''Videogame/JakAndDaxter'':
95** ''VideoGame/JakAndDaxterThePrecursorLegacy'': Jak has 3 hitpoints that are refilled by green eco, though you can technically have four if you have full HP and are maxed on green eco as well, which has separate counter. This HP is also shared with vehicles.
96** ''VideoGame/JakIIRenegade'': Jak [[spoiler:and Daxter]] have 8 HP, though most attacks do 2HP damage except some weaklings, and he is also [[InVehicleInvulnerability invulnerable when in vehicle]], which have their own HP (not visible for hovercars, but their state can be guessed by how much its engines are burning).
97** In [[Videogame/Jak3Wastelander next game]] Jak can upgrade his HP from 8 to 16 by collecting pieces of Precursor Armor, but some endgame monsters deal 4 HP. Buggies show their actual HP, as do most EscortMission vehicles.
98* ''Franchise/MegaMan'': Most of the 2D platformers give the playable characters a long life bar (consisting of 28 units) that is not a set number (You don't have 28 actual hits). The meter is depleted by a certain number of units depending on the enemy or attack and can be restored with random life drops from killing enemies, and the [[EmergencyEnergyTank Energy Tanks]] give you a free full-heal. In almost all situations, [[SpikesOfDoom spikes]] are an instant-kill. This changes depending on the game/subseries.
99** ''VideoGame/MegaManClassic'' plays it pretty basic. You have a standard energy meter that stays the same.
100** ''VideoGame/MegaManX'': X/Zero starts out the game with a painfully small health meter, that can be extended with [[HeartContainer Heart Tanks]].
101** ''VideoGame/MegaManLegends'': Volnutt has a regenerating SingleUseShield to cover his Life meter that goes away when he gets hit, at which point the meter turns red. Any further damage eats away at his health.
102** ''VideoGame/MegaManZero'': Similar to ''X'', Zero has a very small life meter that can extended with Cyber-Elves.
103* ''VideoGame/{{Muri}}'': It's called Energy and displayed in a LifeMeter at the right of the screen.
104* ''VideoGame/HomeImprovementPowerToolPursuit'' has a similar life system to ''Sonic'': Tim doesn't have a life meter, instead he loses his collected nuts and bolts he's carrying when he gets hit.
105* In ''VideoGame/McDonaldsTreasureLandAdventure'', Ronald's health is measured by the red magical jewels he's carrying and loses one or more depending on the enemy or the difficulty level. He can carry up to seven, and loses a life if he loses them all. The games' handheld spinoff ''Ronald in the Magical World'' gives Ronald a simple [[HeartsAreHealth heart meter]] instead.
106* ''VideoGame/WarioLand'' is all over the place with this in the series. The [[VideoGame/WarioLandSuperMarioLand3 first]] [[VideoGame/VirtualBoyWarioLand two]] games follow ''Franchise/SuperMarioBros'' elements, with Wario shrinking when he gets hit and reliance on power ups. ''VideoGame/WarioLandII'' and ''VideoGame/WarioLand3'' however make Wario completely invincible, with finally ''VideoGame/WarioLand4'' and ''VideoGame/WarioLandShakeIt'' giving him a [[HeartsAreHealth heart meter]].
107* ''WesternAnimation/TinyToonAdventures'' games:
108** In the [[VideoGame/TinyToonAdventures NES game]], everything kills the player in one hit, unless they a carrying a [[HeartsAreHealth heart]] on them.
109** ''VideoGame/TinyToonAdventuresBustersHiddenTreasure'' has a heart meter that can be extended with bells. Dying resets your hearts back to three.
110* ''Franchise/{{Castlevania}}'': The Classic-vania titles give the player a long segmented health bar that is depleted by certain sections depending on the enemy or attack and can be [[HyperactiveMetabolism restored]] with Meat. Hearts surprisingly aren't used to restore health, are used for [[ManaMeter weapon ammunition]] instead. The Metroidvania games aim for a simple life counter with a number determining the players' health.
111[[/folder]]
112
113[[folder:Puzzle]]
114* ''VideoGame/PsyCard'': In the ''Friend's Quest'' RolePlayingGame-type MiniGame, it's called HP, and they are [[AfterCombatRecovery refilled after every battle]], even on a loss.
115[[/folder]]
116
117[[folder:Real-Time Strategy]]
118* In the ''VideoGame/UfoAfterblank'' series, the soldiers in your squad have hit point bars, but the mechanism behind getting shot/stabbed/exploded is more complex than just a substraction. Soldiers start with a completely green health bar. If they take damage, part of this damage is temporary damage, indicated by making part of the green bar red. This damage can be healed (red part of the bar turned to green) during the mission. But part of the damage is semi-permanent and can only be healed outside of the mission, indicated by a shortening of the health bar. When the complete bar is red, the character is knocked out.
119[[/folder]]
120
121[[folder:Roguelike]]
122* The ludicrously detailed (and getting more so every day) Roguelike ''VideoGame/DwarfFortress'' instead has individual hit-point counts for ''each and every one of every single character's limbs and organs'', even down to little things like fingers and toes. And separate tracks for 'blood loss', 'pain', and 'exhaustion'. The newest version can track each ''layer of tissue''. [[StylisticSuck ASCII graphics]] gives you a ''lot'' of extra space to play with.
123[[/folder]]
124
125[[folder:Roleplay]]
126* ''Roleplay/DestroyTheGodmodder'' uses these MOST of the time, but some entities instead have an integrity meter (especially when the Virus got involved), others you simply had to find pieces or complete a certain artifact to kill, and still others were completely invincible and you had to defeat the event they were timed with to kill.
127[[/folder]]
128
129[[folder:Role-Playing Game]]
130* Several of Koei's ''VideoGame/{{Romance of the Three Kingdoms|Koei}}'' games give you "hit points" in the form of [[WeHaveReserves units]]: The modifier equals thousands of able-bodied soldiers fighting for your general.
131* An extremely creative version in ''VideoGame/EarthBound1994''. Instead of getting instantly decreasing, the HP meter is an "odometer" that runs down to the new value gradually. Allowing fatally wounded characters to get off one more hit or survive if they get healed before the meter hits zero and they die. This run-down gets slower the higher the character's "[[HeroicSpirit Guts]]" stat[[note]]which also controls the chance of a [[CriticalHit Smaaaaash!]], and even survival of a fatal blow![[/note]] is. This makes players react quickly instead of anticipating death.
132** This is referenced in ''VideoGame/{{Undertale}}'', where on the genocide route, a similar mechanic is applied during the final boss fight.
133* ''VideoGame/AssassinsCreedII'': Represented by {{Life Meter}}s, filled with what are called "health squares". Ezio, his enemies, and the people he escort / follows have theirs marked in the HeadsUpDisplay.
134* ''VideoGame/HelensMysteriousCastle'': Helen's health is represented at the bottom of the battle screen as a fraction of current / maximum.
135* ''VideoGame/SoUhASpaceshipCrashedInMyYard'': Both characters in the party get them listed, even though there's no combat in this game.
136** Mark starts with 562 HP.
137** ARIA has 450 HP.
138* ''VideoGame/BornUnderTheRain'': As shown in [[https://rpgmaker.net/games/7360/images/55009/ this official screenshot]] of a battle, hit points are represented numerically where the current number of them is at the right of a green LifeMeter.
139* ''VideoGame/OracleOfAskigaga'': In the main menu, party members' hit points and Stamina a.k.a ManaPoints, are shown as both numbers, and [[LifeMeter orange]] and [[ManaMeter blue bars]], respectively.
140** Hiroji Askigaga starts the game with 550 max HP.
141** Oharu Ishihara starts the game with 850 max HP.
142* ''VideoGame/TheHeartPumpsClay'': It's called HP and is displayed both numerically and with a LifeMeter in [[https://rpgmaker.net/media/content/games/6541/screenshots/HeartScreen1.png the combat screen]].
143* ''VideoGame/QuantumProtocol'':
144** The operator's max health equal to the number of cards in their deck. If an enemy attacks an undefended column, the operator will take damage, making it important to defend columns.
145** All cards have their own health stat, even cards that one would normally think as as effect-only cards. This means it's possible to have effect-only cards act as meatshields after their effect is used up.
146* ''VideoGame/ArenaXlsm'': Fractional representation and called "Health".
147* ''VideoGame/TheOther'' series, of ''VideoGame/TheOtherAirisAdventure'' and ''VideoGame/TheOtherRosiesRoadOfLove'', as part of the RPG system, the party members have HP, displayed in the battle screen and the party menu.
148* ''VideoGame/PrayerOfTheFaithless'': Called "Health Points" in the Guide's Stat Breakdown.
149* ''VideoGame/TalesOfSymphonia'': Seen in battle as the current value, and in the party menu, as a [Current] / [Max].
150* ''VideoGame/{{Transistor}}'': Enemies have their life totals listed as Current / Max.
151* ''VideoGame/{{Parameters}}'': Displayed in the LifeMeter in a fractional method: [Current Life] / [Maximum Possible Life]
152* ''VideoGame/FreshMintyAdventure'': Using HeartSymbol-type HeartsAreHealth, and each of the hearts are one hit point.
153* ''VideoGame/EternalSenia'': Current value is always near the LifeMeter:
154** ''VideoGame/EternalSenia1'': Meter is in the upper left.
155** ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': Meter is in the bottom left.
156* In the computer game ''VideoGame/{{dnd}}'', your hit points are determined randomly by your class and your "Hits" stat that is randomly generated at the beginning of the game. Your hit points increase only with certain magical treasures you find in the dungeon or when you level up outside the dungeon.
157[[/folder]]
158
159[[folder:Survival Horror]]
160* Early ''Franchise/ResidentEvil'' games had an [=EKG=] meter that could only be checked on in the pause menu that gave only a vague impression of how much health the player has left. The players' condition ranged from "Fine"(Green) to "Caution"(Orange) to "Caution"(Yellow) and finally "Danger"(Red). ''VideoGame/ResidentEvil4'' and onward switched to a traditional LifeMeter that replaced the [=EKG=]. ''VideoGame/ResidentEvil2Remake'' and ''VideoGame/ResidentEvil3Remake'' use the [=EKG=] again, much like their original versions.
161** In ''VideoGame/ResidentEvil2'' the player character moves more slowly and clumsily as he/she gets more and more injured, until they're barely hobbling along even while ostensibly "running." It really puts the horror in SurvivalHorror when the player character can barely stay ahead of the slow, shambling zombies.
162* ''VideoGame/WorldOfHorror'' has two separate Hit Point meters representing Stamina, your physical health, and Reason, your [[SanityMeter mental health]]. Run out of Stamina, and you die. Run out of Reason, and you go insane and end up institutionalized. Either way, it's GameOver.
163[[/folder]]
164
165[[folder:Tabletop Games]]
166* ''MediaNotes/{{FUDGE}}'', a tabletop game/ game toolkit has a default mechanic called a wound track, which keeps track of individual wounds, albeit with a roll-over for wounds to go up a level in severity. The non-linear wounding system, presented in the 10th anniversary edition also keeps track of individual wounds, where there is no rollover, and is intended for grittier games. The only time hit points are even mentioned is when dealing with vehicles.
167* Instead of HP, the ''TabletopGame/{{True20}}'' roleplaying system makes you roll a saving throw any time you are injured to determine what happens to you. Multiple injuries make the difficulty rating higher, but there's always a chance of surviving any injury.
168* The ''TabletopGame/BattleTech'' board game and most of the Mechwarrior computer games based on it, use section-specific hit points (split between armor and structure points) to track damage to [[{{Subsystemdamage}} individual hit locations]] of both [[HumongousMecha BattleMechs]] and combat vehicles in addition to allowing for damage to specific [[CriticalHit internal components]] once an attack reaches the internal structure proper or a lucky hit manages to slip past still-extant armor protection. There are also fairly specific rules for each particular ''case'' of component damage; for example, lost leg actuators reduce speed and make it more difficult to keep one's footing, gyro damage makes keeping the 'Mech's balance much harder or even impossible, limbs can be blown off entirely by a bad enough hit even if there is still internal structure left, and a hit to anything suitably explosive (like most but not all ammunition and some weapons) will obviously cause it to blow up, potentially taking the 'Mech with it.
169* Games using Creator/WhiteWolf's Storyteller or Storytelling systems (and variants thereof), such as the [[TabletopGame/OldWorldOfDarkness Old]] and [[TabletopGame/NewWorldOfDarkness New]] ''World of Darkness'' games and ''TabletopGame/{{Exalted}}'', differentiate between normal damage, lethal damage, and "aggravated" damage (usually supernatural); while they do have hitpoints ("Health Levels"), unconsciousness and even permanent injuries occur well before you are down to your final hitpoint. They also have wound penalties and different healing times for different levels of damage.
170* In games using the D6 system, such as ''Star Wars'', you typically have one health level. Damage that exceeds your damage resistance roll either makes you stunned (at penalties for one round), wounded (at penalties for a long time), incapacitated (staying down), mortally wounded (down for 12 rounds if you're lucky, then dead) or dead. Some add "wounded twice" wherein you have massive penalties and fall over.
171* In the short-lived Creator/{{TSR}} RPG ''TabletopGame/{{Alternity}}'', players kept track of four separate degrees of HP - fatigue, stun, wound and mortal. Stun represented bruises and pulled muscles, wound broken bones and deep cuts, and mortal grievous bodily harm. Fatigue was a measure of exactly what it says on the tin. Losing half of your stun or wound caused the player to take a penalty on all actions, and any point of mortal or fatigue loss gave the player a penalty. All these penalties stacked, meaning that characters could get to the point where, having taken enough damage and fought for a long enough time, they wouldn't even be able to stand.
172* ''TabletopGame/MutantsAndMasterminds'' throws out Hit Points and replaces them with a Toughness save. Success means the character shrugged off the attack/rolled with the punch/whatever fits the situation, while failure could result in anything from a bruise to a one-hit KO, depending on the margin.
173* Melee combat simulation RPG ''The Riddle Of Steel'' has "bleeding", which depletes hit points over time, is caused by minor injury and can cause eventual loss of consciousness (and rapidly thereafter, life), but a solid hit from a weapon will more than likely end the fight in one fell blow. The resulting combat system is extremely high fidelity in terms of simulating melee fights, but a little clunky and slow once more than two people are duking it out.
174* ''TabletopGame/HeroSystem'' uses the two-value variation--there is "body" and "stun"; stun recovers fast and body recovers slowly and represents real damage. Body points also don't scale to ridiculous values as your character "gains levels"; they're supposed to represent actual physical toughness, period, not the abstract "magical protections and evasive skill that slowly get eroded away" that D&D hit points represent. A more powerful version of ComicBook/SpiderMan, for example, wouldn't have more Body points, he'd instead be better at avoiding damage in the first place. Similarly, a more powerful version of the [[ComicBook/TheIncredibleHulk Hulk]] might only have a couple more Body points than a weak version of the Hulk, the difference instead being how high his Physical Defense and Energy Defense were (a character's defenses are subtracted from all incoming Stun and Body damage before it has a chance to affect them).
175* ''TabletopGame/{{Shadowrun}}'', likewise, has two separate meters for keeping track of damage. The physical damage track keeps track of actual damage from swords, guns, etc. while the stun track keeps track of mental fatigue from spellcasting, being punched in the face, and tranquilizers (among other things). If you take enough stun damage, then you fall unconscious, and excess stun damage carries over into and is cumulative with physical damage. This ''does'' mean that a powerful Sleep spell that should theoretically just knock someone unconscious, when used on someone who has missed a few nights of sleep and was suffering a minor wound, could kill the person outright.
176* Palladium, including TabletopGame/{{Rifts}} and PFRPG, also keep separate track of lethal and non-lethal wounds. Hit Points represent actual injury, while S.D.C. (Structural Damage Capacity) represents the wind that can be knocked out of a football player without causing permanent damage. Most attacks go through your S.D.C. and only get to your Hit Points once those are depleted, and [[BodyArmorAsHitPoints armor adds another layer on top of that]]. To make things even more confusing, very tough creatures and objects (especially in {{TabletopGame/Rifts}}) have M.D.C. (Mega Damage Capacity); despite the name, this represents the same physical integrity as Hit Points (not S.D.C.), but orders of magnitude higher.
177* ''TabletopGame/ProseDescriptiveQualities'' games have your skills and abilities ''as'' your hit points. Your abilities (called Qualities or Fortes, depending on the game) are ranked, and points of damage translate into penalties on those ranks - one point of damage means decreasing one Quality by one rank. It's up to the player which Qualities get penalized at the time, so in a fight you can decide your combat Qualities are the last to go - or the first, if you really want to throw the fight. Later games in the system added Story Hooks - whichever Quality took the first point of damage in a fight is also used to suggest plot elements of the next adventure (and allows players to vote for the kinds of adventures they want to see). This has lead to at least one description of ''Truth & Justice'' (the superhero PDQ game) as "a game where you can punch Spider-Man in the Girlfriend" and that's why Mary Jane is always in trouble.
178* ''TabletopGame/{{Warhammer}}'' uses a characteristic called "wounds" (W) for this purpose. The vast majority of models in the game have only a single wound, and are removed as casualties when they suffer a wound. Hero-level characters tend to have two wounds, meaning they can take twice as much damage as the rank and file, while Lords tend to have three (with some supernaturally tough exceptions, such as Mummy Tomb Kings). Monstrous Infantry, such as Ogres and Trolls, also tend to have three wounds, as do most war engines like cannons and catapults, while huge monsters like Giants, Dragons etc. often have as many as six.
179* ''TabletopGame/TheDresdenFiles'', using the Fate system, distinguishes between "stress" and "consequences". ''Any'' given successful attack that deals damage can potentially take a character out of a fight or other conflict if that damage is not fully absorbed, which can be done by (a) marking off ''one'' stress box of sufficient capacity or higher, (b) accepting one or more consequences, or (c) both; stress is basically ablative {{plot armor}} that resets between fights but is limited both in overall capacity and by that prohibition against marking off multiple boxes at once, while consequence slots can actually absorb more harm but must then be filled with fully-featured negative aspects that with increasing severity can last from at least through the next scene to several entire game sessions (making the respective slot unavailable against future attacks until cleared again) and can like any aspect be used against the character while they're there.
180* ''TabletopGame/{{Ironclaw}}'' had a hit point system in its first edition, which rendered one unconscious and rolling to avoid dying at half their total HP. The 2nd edition instead has attacks inflict status effects based on the damage points they deal, which can be reduced by saving throws and armor. So if a character took two damage from one attack they would be "Hurt" and "Afraid", but if they then took one damage from the next attack they wouldn't be any worse off because they already had the statuses.
181* Authority points serve as this in ''TabletopGame/StarRealms''. Makes sense, as the players are trying to set up a new interstellar empire, and need support and influence to stay in power.
182* ''TabletopGame/TheOneRing'': "Endurance Points" are a slight variant in that they represent the character's overall will and ability to carry on. Endurance loss in combat represents general strain and demoralization rather than outright wounds, and a character starts to flag when their Endurance score falls below their Fatigue score. However, a character at zero Endurance is only unconscious, not dying, and can quickly recover.
183* ''TabletopGame/DragonQuest'' uses the two-track system, with Fatigue tracking exhaustion and Endurance tracking wounds. A roll under 15% of an attacker's target attack roll is an 'endurance hit' that goes straight through to endurance; in addition, when a character runs out of fatigue, they take a penalty to all actions and further hits to directly to endurance.
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186[[folder:Other Video Games]]
187* ''VideoGame/{{Flow}}'': Attacking is by literally attacking the round representations of these in enemies' {{Life Meter}}s, a.k.a literally parts of their body.
188* ''VideoGame/{{Pulse}}'' does not have a traditional HP system. Rather, the main character, Eva, can be injured (she doubles over in pain and cannot move for several seconds) and soft red borders (like those in some FPS games) appear. If Eva is hit again, she dies immediately. But after the borders disappear, Eva can be injured but not killed ''again'', then wait until the borders disappear. If the game doesn't decide to kill her in one hit (this sometimes happens), the cycle of injury and waiting can continue indefinitely.
189* The Wounds quality in ''VideoGame/FallenLondon'' acts as sort of a reverse hit points meter; when it gets up to 8, your character dies... but [[DeathIsCheap death is notably not permanent]] in the Neath, so [[DeathIsASlapOnTheWrist dying isn't really any more inconvenient]] than raising any of the other Menace stats to 8. (In fact, dying actually has far fewer negative consequences than going insane.)
190* In Creator/SternPinball's ''[[Pinball/StarTrekStern Star Trek]]'', the ''Vengeance'' is shown with a LifeMeter during "Vengeance Multiball" showing its strength; it takes damage based on how many points the player scores.
191* In ''VideoGame/HeadBoxing'', characters have hit points, and are knocked out when they reach 0.
192* ''VideoGame/HeadBasketball'' has an HP meter for each character; however, should it reach 0, the character is only momentarily stunned.
193* ''VideoGame/{{Hearthstone}}'': They're actually called "Health," but the concept is the same. In traditional Hearthstone, you start the game with 30 Health and if you get down to 0, you lose. Your goal is to kill your opponent by bringing their Health down to 0. Also, both players can summon minions that also have Health. In Solo Adventures mode, players can have different amounts of Health, and getting a character down to 0 Health sometimes represents something other than death, such as forcing your opponent to surrender or proving yourself to be a WorthyOpponent.
194* ''VideoGame/TrickAndTreat'': They are shown in the party section of the main menu, and Amelia loses some if she gets hit by some of the traps. They're different for each playable character:
195** Amelia starts with 300HP, boosted up to 350 if the question at the start of the game is answered correctly.
196** Charlotte has 390HP at all times.
197* ''VideoGame/TimeCrisis4", in addition to the usual lives, has also a health bar that only appears if you get bit by a terrorbyte.
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200[[folder:Other Media]]
201* ''Fanfic/OversaturatedWorld'': ''Group Precipitation'': "[=Finger on the Button, by FoME=]": Button Mash is presumably playing ''VideoGame/{{Pokemon}}'', since keeping an enemy at low health and asleep is only relevant for catching, and the author note references the anime's opening song. HitPoints are referenced when it's spelt out as HP, a.k.a "aitch-pee".
202--> "Come on! It's at one aitch-pee and it's asleep!"
203* ''Literature/VainqueurTheDragon'': In a RPGMechanicsVerse, this is the meaning of the HP abbreviation.
204* ''WebVideo/{{Unraveled}}'' featured an entire episode dedicated to quantifying the HP of the viewer's real life pet. Brian also briefly lampshades the origin of the term in battleship warfare simulators, and using the original definition of the term (how many missiles you can take before sinking), points out that the usual number of HP for a person or pet is One.
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