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Possibly a bit of [[Truth in Television]] or videogames rather. Interceptor body armor for the most part stops bullets outright but breaks down after soaking up one or two hits, making it effectively a free bullet to the chest before dying card.
Compare [[Call a Hit Point
{{examples}}
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* Many ''[[James Bond]]'' FPS games, however ''Nightfire'' plays with this to a degree: Your armor only protects you from bullets. When you fall from a great height, your bio stats decrease.
* ''[[Perfect Dark]]'' uses "realistic" personal shields.
** In ''[[Perfect Dark|Perfect Dark Zero]]'', body armor will mitigate the effect of being shot, although it will still undergo [[Critical Existence Failure]] and stop working, and is useless against melee. This actually makes sense, as kevlar vests in real life are designed to absorb bullet impact, and do nothing against a knife or club.
* The second ''[[
* Played with in the early ''[[Rainbow Six]]'' video games. Without heavy armor, the player character can go down in as little as [[One-Hit-Point Wonder|one bullet]].
* The shields from ''[[Halo]]''.
* ''[[Half Life]]'', and the infamous HEV suit. Power in the HEV suit works like actual armor. Minor things will just chip away the power, but bullets will still take off HP.
* Played straight in ''[[Unreal Tournament 2004
** ''Unreal'', ''[[
** ''[[Unreal II:
* ''[[
* Armor in ''[[Dystopia (
== Literature ==
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* ''[[Demons Crest]]'' gives Firebrand the Legendary Gargoyle morph, which effectively doubles his life gauge. In a more traditional example, the "Armor" talisman halves damage he takes. These two effects stack when used together.
* This is how armors work in ''[[Legend of Kay]]''. You even get an extra [[Life Meter]] (for the armor) next to your normal one.
* ''[[Flashback (1992 video game)|Flashback]]'' has Shield working this way, except it can be reset at recharge stations. So if Conrad is hit, it's just 1 charge off the shield, unless shield already shows 0. But some things kill outright, like disintegration, fall from great height, or not leaving certain levels before they [[Collapsing Lair|self-destruct]].
== Real Time Strategy ==
* ''[[Command
* In ''[[
* Armor upgrades in ''[[Dawn of War]]'' increase hit points rather than damage resistance. This is because the game engine relies on armor type to determine damage taken.
* In ''[[
== Role Playing Games ==
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* ''[[Knights of the Old Republic]]'' deflector shields roughly fit this (armour is the standard D20-style where it makes you harder to hit); there's a maximum damage quantity they can take, although they also have a time limit and a maximum they can absorb from any one attack.
* ''[[Mass Effect]]'' plays the trope straight, with a third layer devoted to biotic barriers or shields. Most boss-type units in ''Mass Effect 2'' have at least armor or shields. On [[Harder Than Hard|Insanity]] difficulty, all enemies have armor or shields, and boss-type units have shields/biotic barriers, armor and finally health. Especially tough boss-type units have biotic barriers, shields, armor and health. However, huge or purely mechanical enemies ''only'' have armor, not health. Once their armor is depleted, it's assumed the last shot hit something vital and killed/destroyed them.
* In ''[[
* ''[[
== Stealth Based Game ==
* ''[[Batman: Arkham Asylum]]'' also does this. Each armor upgrade adds another segment to your health bar, but does absolutely nothing to improve your resistance to damage.
* ''[[Covert Action]]'' has as optional equipment body armor that allows the player character to take 4 hits before knockout instead of 2.
== Tabletop Games ==
* Ablative armor in ''[[GURPS]]'' acts almost exactly like normal hitpoints (the exceptions being against attacks with armor penetration modifiers).
* ''[[Rifts]]'' and other Palladium games have body armor working as additional SDC with set coverage - strike roll falling between miss and Armor Rating damages armor's SDC instead of character's [[Only a Flesh Wound|SDC]]/Hit Points.
** Mega-Damage system is a pure example of this, as it ''replaces'' SDC system. MDC is used for heavy vehicles or at least battle armor supposed to protect from direct hits of rockets and suchlike, thus usually MDC grade armor doesn't have Armor Rating, i.e. covers the wearer completely. And since even 1 Mega-Damage usually can [[Chunky Salsa Rule|kill messily]] a normal human, anything other than armor's MDC simply doesn't count.
* ''[[
== Third Person Shooter ==
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* In ''[[Jak and Daxter|Jak 3 and TLF]]'', you start with around half a circle of hit points. Each armor upgrade gives you a couple extra points.
* ''[[Oni]]'' uses the [[Deflector Shields]] version with the Forcefield item absorbing attacks from guns.
* ''[[James Bond]]'', yet again. In ''[[James Bond 007: Everything or Nothing]]'', it's implied that one hit will kill you, and your HP meter is the effectiveness of your armor. In ''[[From Russia
== Turn Based Strategy ==
* ''[[Final Fantasy Tactics]]'' has no defense stat. Instead, armor just increases HP. Since you get a ''maximum'' of 2 HP per level, it's vital to make sure you have quality armor.
* The first ''[[
* In ''[[Sword of the Stars]]'' all armor techs add to the health of your ships, but they also dramatically increase the chance of physical weapons simply ricocheting off the hull with no damage. Weapons in the 'Polarized Plasmatics' tree are dangerous because they negate that bonus.
* ''Battle Isle'' series has hitpoints called "Armour", whether on vehicles or infantry.
** ''[[Advanced Strategic Command]]'' does the same, as a [[Fan Remake]] of ''Battle Isle'' later evolved into its [[Spiritual Successor]]. But at the same time, damage degrades attack strength, and infantry gradually heals.
* ''[[Stars!]]''
== Wide Open Sandbox ==
* ''[[Grand Theft Auto]]'': All of the Playstation 2-era games use this trope the same way; body armor hit points are indistinguishable from regular hit points insomuch as game mechanics are concerned, but in ''Grand Theft Auto IV'', only being shot or caught in an explosion will take off armor; damage taken from falling, getting run over, getting punched in the face and so on bypasses it. ''San Andreas'' and ''Liberty City Stories'' also bypassed armor damage from drowning and falling.
* In ''[[Spore]]'', adding armor to the animal increases the hitpoints, though the increases don't stack.
* In ''[[
* In ''[[
* In ''[[Prototype (
* In the classic computer game ''Auto Duel'', your character has 3 hit points and can buy body armor at any truck stop, which provides another 3 hit points. Unlike your body, though, the armor can't be fixed once it's shot up, so once it's sustained the full 3 points of damage, you'll need to [[Breakable Weapons|buy new armor]]. (Oh, and if you're thinking that 3 hit points is a puny number, keep in mind that the game is designed around the concept of ''vehicles'' blowing the crap out of each other.)
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[[Category:Video Game Physics]]
[[Category:Tropes in Shining Armor]]
[[Category:
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