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* Players in ''VideoGame/SCPSecretLaboratory'' have a regular health bar and one of two secondary health bars, depending :
** Human players have Artificial HP (AHP for short), which absorbs 70% of damage taken. Humans spawn with no AHP by default, but can acquire it by eating Blue/Rainbow candy from SCP-330, or by using Adrenaline.
** SCPs get Hume Shields, which fully absorb damage taken and regenerate after not taking damage for long enough.
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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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* In ''VideoGame/PathOfExile'', damage can be taken from a multitude of resources, including life, [[DeflectorShields energy shield]], [[ManaShield mana]] (when using Mind Over Matter), aegis (similar to energy shield, but rare and specific to a certain damage type), and [[DefendCommand guard skill]].
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not this trope, just a different ko method


[[folder:Light Novel]]
* ''LightNovel/SoImASpiderSoWhat'': There's both HitPoints (HP) and Stamina Points (SP). When Kumoko battles the Earth Dragon Araba, the fight seems hopeless because he has HP regeneration ''and'' eventually levels up [[LevelUpFillUp which restores his HP]] and grants new abilities. However, she planned it to be an endurance battle as a gambit using her special skill "King of Sloth" which drains SP, counting on Araba not realizing she had a skill that was draining his SP. Early on it's established that if SP reaches 0 you essentially die of starvation, which is the usual way it goes down (or rather doesn't replenish). The battle ends when Araba realizes that even 1 more attack will kill him, and chooses to FaceDeathWithDignity and allow Kumoko the final strike. This confuses and upsets her, since she expected others to fight to the end, but it's revealed later that to dragonkind, she was considered a worthy opponent.
[[/folder]]
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* ''Franchise/KingdomHearts'' bosses use layered health bars (which are only visible with the Scan ability). [[VideoGame/KingdomHeartsI In the first game]], 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 Kingdom Hearts: Chain of Memories, however, the colors are mixed up (green > blue > yellow > red, with green being the "base"). From Kingdom Hearts 2 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). [[VideoGame/KingdomHeartsI In the first game]], ''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 Kingdom Hearts: Chain of Memories, ''VideoGame/KingdomHeartsChainOfMemories'', however, the colors are mixed up (green > blue > yellow > red, with green being the "base"). From Kingdom Hearts 2 ''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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** ''VideoGame/FinalFantasyX'' has a GiantFlyer enemy that basically has an extra lifebar: it starts out every battle flying but lands when heavily damaged. Thing is, you can't one-shot it even with 99999s, it always goes to the landed stage with HPToOne.

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** ''VideoGame/FinalFantasyX'' has a GiantFlyer enemy that basically has an extra lifebar: it starts out every battle flying but lands when heavily damaged. Thing is, you can't one-shot it even with 99999s, it always goes to the landed stage with HPToOne.HPTo1.



* ''{{VideoGame/Starcraft}}'': The Protoss have RegeneratingShieldsStaticHealth, and have a building that allows them to rapidly replenish their shields. However, the Zerg's Plague ability allows to bypass the shields and reduce their HPToOne, while the Terrans' EMP reduces shields to 0.

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* ''{{VideoGame/Starcraft}}'': The Protoss have RegeneratingShieldsStaticHealth, and have a building that allows them to rapidly replenish their shields. However, the Zerg's Plague ability allows to bypass the shields and reduce their HPToOne, HPTo1, while the Terrans' EMP reduces shields to 0.
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Up To Eleven is a defunct trope


* Bosses can have lots of health bars in ''VideoGame/{{Elsword}}'', especially the later ones. The Field Bonus Boss takes this Up to Eleven: it has 99 bars!

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* Bosses can have lots of health bars in ''VideoGame/{{Elsword}}'', especially the later ones. The Field Bonus Boss takes this Up to Eleven: it has 99 bars!



** The Wily Machine's first phase has what can only be described as a health bar ''[[UpToEleven made of health bars]]''. That is, 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 MercyInvincibility, so it's not as durable as it sounds.

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** The Wily Machine's first phase has what can only be described as a health bar ''[[UpToEleven made ''made of health bars]]''.bars''. That is, 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 MercyInvincibility, so it's not as durable as it sounds.



* ''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 ''[[UpToEleven 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 final boss's health bar has ''[[UpToEleven eleven]]'' ''eleven'' layers.]]
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The World of Darkness entry better describes Damage Typing, since there's only one health meter but multiple ways to fill it in.


* ''TabletopGame/TheWorldOfDarkness'' tabletop [=RPGs=] 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=] ''TabletopGame/{{Unfathomable}}'' by Creator/FantasyFlightGames is a cooperative game about a ship on a dangerous ocean voyage. The players lose if any of the Fuel, Food, Sanity, or Souls meters ever falls to zero, or if all use a mix [[SubSystemDamage sections 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.the ship]] are disabled at the same time.
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Gradual Grinder is being merged to Damage Over Time, cut for misuse


* ''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 [[GradualGrinder 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 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 [[GradualGrinder stalling tactics]] tactics or even be Baton Passed onto another team member to protect them on switch-in.
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* ''VideoGame/ActRaiser'''s BigBad and FinalBoss, [[SatanicArchetype Tanzra]], has two phases with their own life bars, the second being twice the length of the first.
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* ''TabletopGame/ArkhamHorror'': Investigators have separate Stamina and Sanity meters for physical and mental threats, with the same penalty for either meter falling to zero. In 2[[superscript:nd]] Edition, the victim only loses some equipment and wakes up at the hospital or asylum; in 3[[superscript:rd]], they're dead.
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Moving from Non Health Damage since Stamina seems to be a "vital" stat.

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[[folder:Light Novel]]
* ''LightNovel/SoImASpiderSoWhat'': There's both HitPoints (HP) and Stamina Points (SP). When Kumoko battles the Earth Dragon Araba, the fight seems hopeless because he has HP regeneration ''and'' eventually levels up [[LevelUpFillUp which restores his HP]] and grants new abilities. However, she planned it to be an endurance battle as a gambit using her special skill "King of Sloth" which drains SP, counting on Araba not realizing she had a skill that was draining his SP. Early on it's established that if SP reaches 0 you essentially die of starvation, which is the usual way it goes down (or rather doesn't replenish). The battle ends when Araba realizes that even 1 more attack will kill him, and chooses to FaceDeathWithDignity and allow Kumoko the final strike. This confuses and upsets her, since she expected others to fight to the end, but it's revealed later that to dragonkind, she was considered a worthy opponent.
[[/folder]]
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* ''VideoGame/KillerInstinct2013'': ARIA is a MechanicallyUnusualFighter with three separate lifebars for each of her drones instead of one lifebar with two stocks like everyone else. She's essentially a 3-man team fighter packaged to one.
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* In ''VideoGame/{{Returnal}}'', every boss has three health bars, which are represented by small pips. They change up their tactics and become more aggressive each time a health bar is emptied.
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* ''VideoGame/DeadInVinland'', like its predecessor ''Dead in Bermuda'', has five health bars measured as a percentage (where lower is better): Fatigue, Hunger, Sickness, Injury, and Depression. The higher the percentage, the worse penalties that character gets to skills tied to that meter (with Fatigue penalizing ''all'' skills). Reaching 100% on any one of them kills a character.
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* ''VideoGame/{{Parameters}}'': For the FinalBoss, the only enemy that does this. It goes from yellow, to dark blue, to light blue, to green, back to yellow, with the background as red, instead of the usual black.
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** The Final Boss of ''Yakuza 5'' has '''9'''.

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** 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/{{Frostpunk}}'' has two bars equivalent to a MoraleMechanic: Hope and Discontent. You need to keep Hope as high as possible and Discontent as low as possible. If Hope gets too low or Discontent gets too high, your citizens will threaten to overthrow you. Many actions and effects will affect one or the other, and occasionally both. Eventually, you can choose to pass a law that crosses the MoralEventHorizon and eliminate the need to maintain Hope.

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* ''VideoGame/{{Frostpunk}}'' has two bars equivalent to a MoraleMechanic: Hope and Discontent. You need to keep Hope as high as possible and Discontent as low as possible.low. If Hope gets too low or Discontent gets too high, your citizens will threaten to overthrow you. Many actions and effects events will affect one or the other, and occasionally both. Eventually, you can choose to pass a law that crosses the MoralEventHorizon and eliminate the need to maintain Hope.
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* ''VideoGame/{{Frostpunk}}'' has two bars equivalent to a MoraleMechanic: Hope and Discontent. You need to keep Hope as high as possible and Discontent as low as possible. If Hope gets too low or Discontent gets too high, your citizens will threaten to overthrow you. Many actions and effects will affect one or the other, and occasionally both. Eventually, you can choose to pass a law that crosses the MoralEventHorizon and eliminate the need to maintain Hope.
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Correcting Kingdom Hearts' part of this page.


* ''Franchise/KingdomHearts'' bosses use layered health bars (which are only visible with the Scan ability). [[VideoGame/KingdomHeartsI 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 > 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.

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* ''Franchise/KingdomHearts'' bosses use layered health bars (which are only visible with the Scan ability). [[VideoGame/KingdomHeartsI 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 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 Kingdom Hearts: Chain of Memories, however, the colors are mixed up (green > blue > yellow > red, with green being the "base"). From Kingdom Hearts 2 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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* All of the bosses in ''VideoGame/{{Ikaruga}}'' have layered life meters, with the FinalBoss, Tageri, having at least twelve layers.
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[[folder: Tabletop Games ]]

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[[folder: Tabletop Games ]][[folder:Tabletop Games]]



[[folder: Video Games ]]

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[[folder: Video Games ]][[folder:Video Games]]



* ''VideoGame/DragonBallAdvanceAdventure'' 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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* ''VideoGame/DragonBallAdvanceAdventure'' ''VideoGame/DragonBallAdvancedAdventure'' 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]].



[[folder: Webcomics ]]

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[[folder: Webcomics ]][[folder:Webcomics]]

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* In ''[[TabletopGame/MutantYearZero Mutant: Year Zero]]'', each of the four ''Attributes'' act not only as skill checks for certain rolls, but also as their own individual health bars for certain attacks. Any damage dealt to them results in ''Trauma'' to that ''Attribute'' and lowers the amount of dice that can be rolled on it, until it is recovered by the necessary need for recovery. If any of the ''Attributes'' reach zero, the player's [=PC=] or [=NPC=] becomes broken and they can be killed by the next attack against them.



* In ''[[TabletopGame/MutantYearZero Mutant: Year Zero]]'', each of the four ''Attributes'' act not only as skill checks for certain rolls, but also as their own individual health bars for certain attacks. Any damage dealt to them results in ''Trauma'' to that ''Attribute'' and lowers the amount of dice that can be rolled on it, until it is recovered by the necessary need for recovery. If any of the ''Attributes'' reach zero, the player's [=PC=] or [=NPC=] becomes broken and they can be killed by the next attack against them.
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* In ''[[TabletopGame/MutantYearZero Mutant: Year Zero]]'', each of the four ''Attributes'' act not only as skill checks for certain rolls, but also as their own individual health bars for certain attacks. Any damage dealt to them results in ''Trauma'' to that ''Attribute'' and lowers the amount of dice that can be rolled on it, until it is recovered by the necessary need for recovery. If any of the ''Attributes'' reach zero, the player's [=PC=] or [=NPC=] becomes broken and they can be killed by the next attack against them.
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* In ''VideoGame/CryingSuns'', battleships can have multiple "hull" bars. Some models have them by default, while others start with one and must be upgraded to have more. A battleship is not destroyed until all hull bars have been depleted, and you must work through them one at a time.

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* In ''VideoGame/CryingSuns'', most battleships can have multiple start with at least two "hull" bars. Some models have them by default, while others start with one and must be upgraded to have more. A battleship is not destroyed until all hull bars have been depleted, bars, and you must work through them one can get more by spending Scrap on additional hull structures. If a hull bar runs out of hit points, you’ll need to repair it by spending Scrap at a time.shipyard.
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* In ''VideoGame/CryingSuns'', battleships can have multiple “hull” bars. Some models have them by default, while others start with one and must be upgraded to have more. A battleship is not destroyed until all hull bars have been depleted, and if you lose a hull bar, you’ll need to have it repaired at a shipyard.

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* In ''VideoGame/CryingSuns'', battleships can have multiple “hull” "hull" bars. Some models have them by default, while others start with one and must be upgraded to have more. A battleship is not destroyed until all hull bars have been depleted, and if you lose a hull bar, you’ll need to have it repaired must work through them one at a shipyard.time.
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* In ''VideoGame/CryingSuns'', battleships can have multiple “hull” bars. Some models have them by default, while others start with one and must be upgraded to have more. A battleship is not destroyed until all hull bars have been depleted, and if you lose a hull bar, you’ll need to have it repaired at a shipyard.
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We can do without the unnecessary commentary.


[[caption-width-right:200:Green: [[HitPoints Health]].[softreturn]Grey: [[BodyArmorAsHitPoints Guard]].[softreturn]Blue: [[DeflectorShields Barrier]]. [softreturn]What was the difference again?]]

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[[caption-width-right:200:Green: [[HitPoints Health]].[softreturn]Grey: [[BodyArmorAsHitPoints Guard]].[softreturn]Blue: [[DeflectorShields Barrier]]. [softreturn]What was the difference again?]]\n]]
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[[caption-width-right:200:Green: [[HitPoints Health]].[softreturn]Grey: [[BodyArmorAsHitPoints Guard]].[softreturn]Blue: [[DeflectorShields Barrier]].]]

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[[caption-width-right:200:Green: [[HitPoints Health]].[softreturn]Grey: [[BodyArmorAsHitPoints Guard]].[softreturn]Blue: [[DeflectorShields Barrier]].]]
[softreturn]What was the difference again?]]
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* In ''VideoGame/FireEmblemThreeHouses'', Beast enemies have anywhere from 2-4 bars of health, the reserves represented by red crystal icons next to their HP value. They also have Latent Abilities that [[TurnsRed activate as you take away bars]].

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

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