A character has multiple Life Meters
. You might have to deplete all or just one of them to defeat them.
Variants that have their own trope page:
Contrast Shared Life Meter
- 1E Gamma World
- Mutants with the Force Field Generation ability could create a force field that absorbed up to 5 dice of damage. Once the force field went down, any further damage reduced the mutant's hit points, and the force field could not be generated again for 24 hours.
- Some types of powered armor had force fields that worked similarly, except that they returned to full strength at the start of the next melee turn even if they took more damage than their limit.
- Dungeons & Dragons
- Temporary Hit Points is a common enough effect. In game this is the term for effects that give you hit points above and beyond your maximum, but depending on edition some spells also fit the trope description, such as Stoneskin. In 3.5 these spells were effectively a secondary life bar with bleedthrough for damage over a certain threshold - in Stoneskin's case, it blocked up to 10 points of damage per physical attack until it had blocked up to 150 points in total.
- Module S3 Expedition to the Barrier Peaks. Police robots had a 20 hit point force shield that acted like the Gamma World Force Field Generation ability, except that it regenerated at 1 hit point per melee round.
- Games by Palladium, including Rifts and Palladium Role Playing Game, split a living creatures' health into Structural Damage Capacity (SDC) and Hit Points (HP). You lose SDC first, which is considered mostly minor wounds, but once you lose that, you start losing HP, which is your vital life force. SDC heals more quickly. Magical creatures tend to have Mega Damage Capacity instead of either.
- Alternity had four different types of damage, each of which had to be tracked separately: stun, wound, mortal and fatigue. Losing half of your stun or wound points inflicted negative penalties. You suffered the same penalties for each point of mortal or fatigue damage.
- Armor only prevented the most severe damage, allowing half that value of lower damage to leak through. In theory, you could beat someone into unconsciousness even if they're wearing armor that entirely outmatched your regular damage value.
- Spaceships were divided into sections, each of which could be independently knocked out.
- Some Tabletop RPG systems (Shadowrun and 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.
- In the third edition of Dungeons & Dragons, 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 Game Breaker that was removed from 4E.
- Games of Magic: The Gathering are usually lost when a player runs out of 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 World of Darkness tabletop RPGs (and video games based on them, such as Vampire: The Masquerade – Bloodlines) all use a mix of Subsystem Damage 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.
- Iridium System has 10 areas (vital and non-vital) for a humanoid character, each with its own fortitude points; damage can be either normal or Concussion (non-lethal).
- The Fate system effectively combines all three, especially in its post-Spirit Of The Century incarnations such as The Dresden Files. 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.
- Iji has both "Armor" and "HP" stats, for the Player Character 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 Final Boss has up to eight life bars.
- Final Fantasy V gives us the debut of Golem, who once summoned absorbs damage for your party.
- Two superbosses in Final Fantasy XII, 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 Marathon Boss. 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, which took 9,000,000 health off its original counterpart.
- Pokémon's Substitute ability does this; the user pays 25% of their max health to hide behind a plush Pokémon-esque doll (likely in a Shout-Out to 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 sound-based moves or the Infiltrator ability - and while it seems like a Useless Useful Spell, and often is in the 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.
- Some videogame bosses have multi-layered life bars, with each bar's depletion triggering a change in the boss' behavior. (cf. Sequential Boss, Turns Red)
- Bosses in Touhou games have multiple life bars. Whenever one is depleted they switch to the next attack pattern.
- Several bosses in Distorted Travesty have multiple life bars, and usually change their behaviour after one of them is depleted.
- In the 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.
- In Thexder, using the shields activated a secondary (temporary) meter that could absorb 100 HP of damage, while your main Life Meter was impervious to damage in the meantime.
- Many Harvest Moon games have both Stamina (your primary bar) and Fatigue (your secondary bar). Fatigue is harder to recover, and if you expend too much of it, it won't fully recover even by going to sleep. You'll need items. You burn Fatigue by working during bad weather or by working when your Stamina is empty.
- EVE Online 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.
- 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.
- The X Wing series and Dark Forces series feature shields and health. In X Wing, shields regenerate. In Dark Forces, they take energy damage, but not punches. 0% on your health points kills you.
- Crackdown has an armor meter that regenerates fairly quickly, which gives way to a health meter that regens more slowly.
- Mega Man Zero introduced layered life bars to the series, and Mega Man ZX continued this tradition. In fact, you can even get your own layered life bar.
- Before that, most of the final bosses relied on having at least 2 phases as extra health, while Wily Wars featured Hyperstorm H, the only boss that had more than one health bar in the series, not counting layers or phases.
- Most bosses in Scurge: Hive have layered life bars.
- Kingdom Hearts bosses use layered health bars (which are only visible with the Scan ability). In the first game, there is a single bar that cycles through colors for each additional bar's worth of health (green, blue, yellow, red; with green being the "base"). Some bosses 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.
- Viewtiful Joe has layered health bars.
- Mischief Makers has three layered health bars. This was also affected by the game's continue system; if you went down during a level, you could pay in extra Red Gems to continue with more than just the basic first layer of health.
- Alpha Protocol 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.
- X-men Origins: Wolverine had layered hit points for Wolverine: he had a standard life meter, and a "Vitals" life meter underneath that, representing his internal organs. The main difference is that his internal organs regenerated health more slowly.
- In Castlevania: Order of Ecclesia you can use your hearts count as this if you equip a certain item.
- In Legend of Mana, both you and the enemies you fight can have layered health bars. The colors in order were blue, green, yellow, orange, then red, though characters with sufficiently high HP would have the colors alternate between blue and green numerous times before progressing to the others.
- The Streets of Rage series tend to give the bosses these, and, depending on difficulty level, some of the lower-level Mooks as well. Streets of Rage 3 threw on a couple more layers for the English release.
- The final boss of Clock Tower 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 Oh Crap.
- Medievil has a potion system for undead hero Sir Fortesque; any time he recieves fatal damage, he automatically uses a full health potion if available, which represents each extra life bar. This had the good side-effect of preventing strong attacks from dealing extra damage once an extra health bar was depleted.
- Bosses in Breath of Fire I had 2 life bars. A normal life bar, and a hidden one that activated once the normal life bar was depleted. The boss typically changed tactics once the hidden life bar activated.
- The Syphon Filter series has a health bar that's intentionally obscured by an armor bar. When armor is depleted, your health is damaged directly. Notably, armor was much tougher than health, as the same amount of damage to completely reduce your health to zero will only take off about half of your armor. Headshots bypass armor directly and are always instantly fatal.
- In Dissidia: Final Fantasy, you have crystals representing every 1000 hit points (up to 9 crystals). The sequel, on the other hand, has a straight-forward bar reflecting your percentage of remaining HP.
- Metroid games have Samus with multiple energy tanks. Super Metroid 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.
- Dragon Ball 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 the plot's calling for Goku to get clobbered.
- The Mass Effect 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.
- The final bosses of Rockman 4 Minus Infinity.
- The Wily Machine's first phase has one full health bar, where each hit point represents its own separate health bar. That adds up to 29 times 28, or 812 hit points. However, it takes above average damage from every weapon and lacks Mercy Invincibility, so it's not as durable as it sounds.
- The Wily Capsule later on has two health bars, giving it 56 hit points.
- And then the Petit Robot Masters, who each has his own lifebar, with the one last hit's currently shown. That adds up to 8 times 28, or 224 hit points.
- The Petit Robot Masters are defused somewhat by the Wily Buster, which takes them out in a few shots.
- PlanetSide has 2 life bars (or 3, with an implant) for its soldiers. Armor varies by the suit worn by the player, and absorbs some of the damage of incoming fire. Health is self-explanatory. With the Personal Shield implant, you could fuel a shield using your stamina, effectively giving you a third life bar. Vehicles had only one health bar by default, but certain facilities would charge up a "Shield" health bar on the vehicle when inside the facility's sphere of influence.
- Team Fortress 2 features Temporary Hitpoints known as "overheal", bestowed by the Medic's Medigun and certain Life Drain weapons. Overheal slowly depletes over time (how fast it depletes depends on your maximum HP; full overheal will always be gone after 20 seconds).
- This was parodied in the Spider-Man 2 tie-in game. After having dealt with Mysterio a couple of times, running his obstacle courses and fighting through his fun house of illusion, all that's left is to defeat and capture him. Spidey gets word that Mysterio is...robbing a convenience store. Spidey shows up at the store, and when he approaches, a boss icon for Mysterio appears onscreen, which is then encircled by three health meters.note Spidey's first punch knocks him down and depletes all three meters. It turns out that without all his smoke and mirrors, Mysterio isn't all that impressive.
- The bosses of The World Ends with You each have two layered health bars, a yellow one with more health and a green one with less. Bosses generally Turn Red at around the start of the green bar.
- The Streets of Rage series has multiple life bars for boss characters or mooks that have a ton of health. In the first game, a boss' life bar would not empty, but it would go through different color shades to indicate damage. Once their life bar turned orange, it then depletes as normal. The last two games has enemies with multiple life bars work the same way as the player's life bar where once it fully depletes, the next one pops up.
- The final boss of Dead Rising 2 Case West and the final boss of Off the Record both have a total of three life bars, which is three times the life of a normal psychopath.
- The Outfoxies uses the layered variant with three bars for each character, going from green to yellow to red.
- Characters in Star Ocean Till The End Of Time get knocked out if they run out of mana, and many attacks exploit it by targeting magic points instead of or in addition to Hit Points, resulting in this trope.
- Metal Gear games starting with Sons of Liberty have separate stamina/psyche and health bars. The former is only drained by non-lethal weapons which are usually more difficult to use than their lethal counterparts (and in some games, the bar slowly empties to represent starvation), but knocking enemies out has advantages (the most obvious one being that most bosses in the series give you some sort of bonus for knocking them out instead of killing them).
- Champions has at least 3: Stun (go to 0 and you fall unconscious), body (go to 0 and you may die) and endurance (go to 0 and you are too exhausted to take most actions).
- Billy Vs SNAKEMAN Delivery Missions has Drivetrain (the HP of your car), Durability (the HP of the box you're delivering), and Deliciousness (the HP of the contents of the box).
- Primal Rage uses both a traditional health meter, as well as a "brain meter." When it was depleted, the character would become temporarily stunned, allowing the opponent to get in some free hits.
- Petey Piranha in Super Smash Bros. 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. You can abuse this fact by positioning yourself so your attacks hit both him and one of the cages simultaneously.
- The earlier builds of Star Wars: Galaxies gave all characters a health, action, and mind bar. Depleting any of these three would result in the character becoming incapacitated and susceptible to a deathblow, and most attacks would hit one of the three at random. Oddly, these were same bars that were expended to perform both combat and non-combat actions, meaning that spamming special attacks in battle could easily reduce the bars to critical levels if you lacked buffs to reduce special costs. The mind bar was also the only one that couldn't be healed in battle, which gave classes with the ability to specifically target it an understandably huge advantage in PvP.
- Earthsiege utilize multiple lifebars to distinguish between energy shields (which may regenerate) and armor/HP for various components, usually resulting in Subsystem Damage as your armor/HP reaches low levels.
- In The Reconstruction, every character has Body, Mind and Soul points, all of which serve as Hit Points and mana at the same time. Any of these reaching zero KO's the character.
- Master of Orion 2 has damage applied to sectored regenerating shields, then armor, then hull structure and systems — drive, computer and shield generator has separate points, other systems are either broken or not. A ship is killed only when its structure or 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 one gun ignores armor and structure, dealing only shield and system damage, which can immobilize or kill ships really quick. All bypassing measures can be countered, though.
- Wing Commander has shields and then various part of the ship damaged and repaired separately.
- Vega Strike has sectored regenerating shields, then sectored ablative armor, then hull. Each hit to the hull has a chance of causing Subsystem Damage. "Non-lethal" EMP weapons don't kill the hull and can disable a ship so it can be captured.