Multiple types of damage are tracked separately. A character exhibiting this trope typically has multiple Life Meters, each tracking a different kind of damage. Comes in multiple flavors: 1.
* Layered Hitpoints: The Life Meter has several layers by default, and defeating the character requires depleting every one in order. Each Life Meter so depleted gives you access to the next.
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* A common setup is Regenerating Shield Static Health. See that trope for details.
* Temporary Hitpoints -- using a special skill or ability to create an extra layer of hitpoints that absorb damage. The character may be able to perform this repeatedly. 1.
* Subsystem Damage: Several Life Meters representing various areas or portions of the character, which are more or less exposed to attack
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| - Multiple types of damage are tracked separately. A character exhibiting this trope typically has multiple Life Meters, each tracking a different kind of damage. Comes in multiple flavors: 1.
* Layered Hitpoints: The Life Meter has several layers by default, and defeating the character requires depleting every one in order. Each Life Meter so depleted gives you access to the next.
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* A common setup is Regenerating Shield Static Health. See that trope for details.
* Temporary Hitpoints -- using a special skill or ability to create an extra layer of hitpoints that absorb damage. The character may be able to perform this repeatedly. 1.
* Subsystem Damage: Several Life Meters representing various areas or portions of the character, which are more or less exposed to attack
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| - Multiple types of damage are tracked separately. A character exhibiting this trope typically has multiple Life Meters, each tracking a different kind of damage. Comes in multiple flavors: 1.
* Layered Hitpoints: The Life Meter has several layers by default, and defeating the character requires depleting every one in order. Each Life Meter so depleted gives you access to the next.
*
* A common setup is Regenerating Shield Static Health. See that trope for details.
* Temporary Hitpoints -- using a special skill or ability to create an extra layer of hitpoints that absorb damage. The character may be able to perform this repeatedly. 1.
* Subsystem Damage: Several Life Meters representing various areas or portions of the character, which are more or less exposed to attack in any desired order. Depleting a given Life Meter disables whatever area it is associated with, which trigger the outright defeat if it is associated with a "vital" area, otherwise can impair their ability to continue fighting.
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* May be combined with Layered Hitpoints by splitting shields and/or armor into sectors, which requires to bring one to zero before any damage is done to more juicy parts inside. 1.
* Alternate Knockout Conditions: All of the different Life Meters are exposed to attack, and depleting just one is enough to knock out the character. Variants that have their own trope page:
* A Mana Shield is a common Layered Hitpoints variant, allowing you to use you Mana Meter as an extra layer on top of your regular Hit Points.
* Regenerating Shield Static Health
* Subsystem Damage keeps track of the damage to each component of a character separately. Examples of Layered Hitpoints:
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