# CONVERSION SHEET · ASSAULT RIFLE (`58k_w_ar.js`, KILLPAGES-B) · 32 kills (25 new + 7 skins)
P0.10, written 24 Oct against the new brief. This sheet changes no code. P2.1 applies it once P0.4 (gore ladder), P0.6 (shell + def fields), P0.7 (`s.el`) and P1.1 (map switcher) land.

**Fixed rule for every adaptation (brief §0):** an adapted version must be as crafted, as long and as gory at EXTREME as the original. Where a map gives a different material or shape, the kill gets its own crafted variant of the beat. It is never a cheaper fallback.

## Legend
- **Range** (gap between Faris and the victim at the kill moment), the same bands as the other sheets:
  - pointBlank ≤ 1.5 m;
  - close 1.5-4 m;
  - mid 4-10 m;
  - far > 10 m.
- **The real gun, v4 game (`WeaponDefs.cs` on the v4 branch, StickFight-dev f7152aaf):**
  - full auto at 9 rounds a second, damage 19, knockback 1.8, spread 0.04 with bloom;
  - **12-round magazine, 24 rounds a pickup, 1.2 s FULL DRILL reload** (moving parts, off arm over the gun, the mag falls);
  - range 14 m is damage fall-off, not a hard limit.
  - **The page was built on the old 30-round magazine.** Every kill that fires more than 12 rounds without a 1.2 s gap, or more than 24 in all, is fixed below (`Real gun` line). The page's measured round counts are in the summary.
  - Every fix turns the reload into a crafted beat (the full drill on screen). None shortens or cheapens a beat.
- **Gore columns** (brief §6): XT is the built version. Each kill gets its own crafted line per beat for VH / H / M / L / VL.
  - VH is always all anatomy at ~80% blood, stains fading after a while, no screen splatter. It's listed only when it changes more than that.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers stay at full strength;
    - every VERY LOW body ends in a puff fade-out, with dust / sparks / stars instead of blood;
    - **sound:** the dry layers follow P0.12.
- **Text** (brief §4 + the coordinator's 14:25 ruling): only the KILL-CAM UI text leaves the action: the KILL CAM stamp, the kill's title / name card, the victim line and the rarity / caption cards move into the recap card after the film. The kill's own story text STAYS: speech, comic sound words, in-world text (signs, a pedestal, a slate) and the concept overlay the kill is built on (counters, the thermal HUD, the binocular calls, the manga panels). Each kill's line below says which caption goes and confirms what stays. A counter that showed the old 30-round magazine now shows the v4 numbers.
- **Deep** = The Deep (underwater all match; rounds slow to 7 m/s with bubble trails, explosions become bubble shocks, nothing burns). **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | rounds (built → v4) | Deep |
|---|---|---|---|---|---|---|---|---|---|
| timber | C | backyard lawn | FLOOR run ≥ 6 m | mid → close | none | no | 1 | 9 → 9 | skip |
| runner | C | saloon floor | FLOOR run ≥ 5 m | mid → far | none | no | 1 | 5 → 5 | skip |
| playing-dead | C | castle stones | FLOOR | close | none | no | 1 | 7 → 7 | skip |
| muzzle-climb HIGH GROUND | C | saloon platforms | PLATFORM chain up ≥ 2 m + an edge facing Faris | close → mid | none | yes (V mid-jump) | 1 | 23 → 12 + drill + 11 | skip |
| walk-it-in | R | rooftop gap | GAP \| FLOOR line ≥ 10 m + a surface by V | far | none | no | 1 | 16 → 10 + drill + 6 | skip |
| grenade-belt | R | backyard | FLOOR | mid | none | yes | 1 | 1 | adapts |
| ladder | R | saloon balcony | PLATFORM \| WALL top 1.5-4 m above V | close → mid | fall | no | 1 | 13 → 12 | skip |
| bayonet | R | saloon floor | FLOOR run ≥ 3 m | close | none | no | 1 | 15 → 12 + drill + 3 | adapts |
| tac-reload | R | rooftops | FLOOR | close | none | no | 1 | 6 | adapts |
| underbarrel | R | saloon floor | FLOOR ≥ 3 m behind Faris | pointBlank | none | no | 1 | 3 | adapts |
| thermal | E | saloon | FLOOR | close → mid | none | no | 1 | 5 | adapts |
| own-pit | E | backyard lawn | FLOOR ≥ 5 m behind V (solid under it) | close → mid | spikes | no | 1 | 30 → 24 (8 bursts, drill at 4) | skip |
| dance | E | saloon | FLOOR ≥ 3 m + a WALL \| corner for the piano | mid | none | no | 1 | 22 → 12 + drill + 10 | skip |
| white-flag | E | castle tower top | FLOOR (+ DROP behind V optional) | mid | fall (optional) | no | 1 | 37 → 24 (12 + drill + 12) | skip |
| lighter | E | roof edge | DROP + open air | close → mid | fall | yes | 1 | 20 → 12 + drill + 8 | adapts |
| searchlight | E | castle at night | a high point for Faris + 2-3 hiding spots by V | mid | none | no | 1 | 11 | adapts |
| barrel-roll | E | saloon | FLOOR flat ≥ 4 m (EXPLOSIVE optional) | mid | fire | no | 1 | 9 | skip |
| bullet-time | L | castle | FLOOR | close → mid | none | no | 1 | 10 | adapts |
| human-shield | L | saloon platform | FLOOR + a 2nd foe (PLATFORM optional) | pointBlank + mid | none | no | **2** | 5 | adapts |
| clash | L | castle yard | FLOOR line of sight; V holds a gun | mid | none | no | 1 | 23 → 12 (slowed) | adapts |
| zipline | L | castle towers | 2 high anchors either side of V + cover over V | mid | none | no | 1 | 14 → 12 + drill + 1 | skip |
| no-mans-land | L realm | castle | FLOOR | any | none | yes | 1 | 11 | adapts |
| last-stand | M | saloon | FLOOR (+ PLATFORM for the leaper) | close | none | no | **4 → 3** | 26 → 12 + CLICK | adapts |
| rewind TAKE THREE | M | backyard | FLOOR | mid | none | no | 1 | 7 (a take resets) | adapts |
| magazine | M realm | castle | FLOOR + a WALL \| PILLAR \| solid within 10 m | any | none | yes | 1 | 5 | adapts |
| skin-classic BRANDED | C | rooftops in rain | FLOOR | pointBlank | none | no | 1 | 16 → 12 + drill + 1 | adapts |
| skin-taped HELD TOGETHER | R | saloon | FLOOR | close → pointBlank | none | no | 1 | 6 | adapts |
| skin-camo COPYCAT | E | saloon platforms | a low PLATFORM by Faris + a high PLATFORM by V | mid | fall | no | 1 | 3 | skip |
| skin-cartoon PAINTED TUNNEL | E | castle tower | WALL ≥ 1.5 m wide | close → mid | none | no | 1 | 10 | adapts |
| skin-ice BRAIN FREEZE | L | castle | FLOOR | close | none | no | 1 | 4 | adapts |
| skin-neon STROBE | L | saloon | WALL | mid → pointBlank | none | no | 1 | 14 → 12 + drill + 2 | adapts |
| skin-gold IDOL | M | saloon | FLOOR + headroom ≥ 3 bodies | mid | none | no | 1 | 10 | skip |

**Multi-victim:** human-shield (2) and last-stand (4 today). LAST STAND is trimmed to 3 victims (the film maximum), which also fits the v4 12-round magazine exactly (section B). The page keeps 2 multi-victim films, within 1-2.
**Works anywhere** (FLOOR only): playing-dead, grenade-belt, tac-reload, underbarrel, thermal, bullet-time, clash, no-mans-land, TAKE THREE, magazine, BRANDED, HELD TOGETHER, BRAIN FREEZE, timber, runner. Fifteen kills, plenty for feature-poor maps.
**Deep:** 17 of 32 adapt; 15 skip (they need ground, falls or fire). Section C adds 2 new underwater films.

---

## ar.timber · TIMBER · COMMON
- **Built on** the backyard lawn: Faris kneels, the victim charges in from 4 m along the ground line. Nothing else of the map is used.
- **Needs:** a FLOOR run ≥ 6 m toward Faris (the charge, 3-7 strides) and 1.5 m past Faris's knee for the skid.
- **range** mid → close (the charge closes it) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 9 rounds in one low sweep. Fits the 12-round magazine.
- **Adapts:**
  - `s.el('FLOOR', {near: 'victim', min: {w: 6}})`. The charge runs along that floor's top from the real distance. A platform top counts as floor.
  - A DROP short of the skid: the skid length is clamped to stop 0.6 m from the edge, so the final low close holds both shins and his face.
  - Surface variants of the standing shins: grass (built), boards (the shins stand in two splintered boot-holes), stone (they stand in two dark rings of blood), metal grating (the boots wedge in the grating). Each is drawn, not swapped for a generic.
  - Kitchen: across a chopping board; the shins stand among the crumbs.
  - Deep: skipped (the standing shins and the skid need ground).
- **Text:** the caption "CUT AT THE SHINS" → recap. Nothing else.
- **Gore ladder:**
  - both shins shot off, the rigid topple, the long skid smear, the shins standing:
    - H: unchanged.
    - M: no limbs come off. The sweep chops his legs out from under him with dark gashes across both shins; he goes over stiff as a plank and skids face-first to Faris's knee. The final low close is on the two deep furrows his heels tore in the ground where he was cut, his body at the end of them. (The out-of-his-boots version first planned here is pump.mid-out-of-his-boots's whole concept now, so it isn't used.)
    - L: the same chop with small dark puffs; he skids face-first and lies out cold at Faris's knee; the two furrows.
    - VL: the sweep throws sparks and turf; he goes over stiff and skids in a dust trail, then puffs away; the two furrows stay.

## ar.runner · RUNNER · COMMON
- **Built on** the saloon floorboards, the length of the room. The dropped pistol is the gun the lead-in knocks out of his hand.
- **Needs:** a FLOOR run ≥ 5 m away from Faris (the sprint, the pistol at its end).
- **range** mid → far (he runs away from the burst) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** about 6 rounds (the long burst down the room, then three into the back from above), with the walk between. Fits. Faris's walk "reloading" becomes the real FULL DRILL, which sets the walk's rhythm.
- **Adapts:**
  - The run goes along `s.el('FLOOR', {near: 'victim', side: 'behind'})`, toward whichever side has more floor.
  - His real knocked-away weapon lands where the real lead-in throws it. If it lands past a DROP, the film uses the nearest gameplay weapon pickup on the floor instead, or his own pistol drawn from the belt and dropped as he runs.
  - Floor variants of the red lane: boards (built), stone, grating (the blood drips through), carpet (the Atrium: it soaks dark and spreads), sand (Desert Forts: a furrow).
  - Kitchen: the length of the counter toward the knife block.
  - Deep: skipped (the crawl and the stamp need a floor).
- **Text:** the caption "SO CLOSE" → recap; "STOMP" stays.
- **Gore ladder:**
  - hit mid-stride, the face-first red lane, the crawl, three into the back from above:
    - H: unchanged (no organs).
    - M: the burst lands as dark gashes across his back. The slide leaves a short dark streak; the three from above are dark wounds; his fingertips reach the grip under the boot (unchanged).
    - L: hit mid-stride with small dark puffs, he pitches forward and slides. The crawl reads as a dazed knockout crawl. The three from above are puffs and he goes limp; the boot lands on the gun as his fingers touch it.
    - VL: sparks and dust off his jacket, a dust trail on the slide, stars over the crawl, the puff just after the boot lands. The gun stays under the boot.

## ar.playing-dead · PLAYING DEAD · COMMON
- Owns the trap "playing dead".
- **Built on** the castle stones.
- **Needs:** a FLOOR (he lies on it; the boot crushes his knife hand against it).
- **range** close (Faris walks up) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 3 + 4. Fits.
- **Adapts:**
  - Works anywhere with a floor. The skull crack is drawn per surface: stone (built), boards (the boards split under the head), metal (a dull ring and a dent), sand (Desert Forts: the head sinks and the sand darkens).
  - Kitchen: on a tiled counter.
  - Deep: skipped (the boot crush and the skull crack need ground).
- **Text:** the caption "PLAYING DEAD" → recap; "SHNK" and "CRUNCH" stay.
- **Gore ladder:**
  - the burst straight down, the skull cracks on the stones, brain out, the twitch:
    - H: the skull cracks with a dark wound underneath; no brain.
    - M: no skull opening. A dark wound on the forehead, a short dark halo on the stones, the twitch.
    - L: the burst kicks up dust round his head; his head snaps back and his eyes roll; knocked out. The knife spins to a stop (the final image is unchanged).
    - VL: stone chips and sparks round his head, stars over his face, one twitch, the puff. The knife keeps spinning to a stop on the empty stones.

## ar.muzzle-climb · HIGH GROUND · COMMON
- **Built on** the saloon: the floor, the first platform, the balcony, the balcony's edge.
- **Needs:**
  - a chain of PLATFORMs (or STAIRS, or CLIMBABLE) rising ≥ 2 m above Faris near the victim;
  - an edge at the top that faces Faris (he goes over it backwards and drapes on it);
  - Faris on lower ground within 6 m.
- **range** close → mid · **hazard** none (he drapes, he doesn't fall) · **air** yes (the victim can start in mid-jump between platforms) · **victims** 1.
- **Real gun:** built as ONE held pull of 23 rounds. **v4 fix:** the first magazine (12) chases him floor → platform → balcony with the calf hit; CLICK as he lands at the top. He turns, sees Faris's empty rifle and laughs with relief, arms spread. Faris does the full drill without taking his eyes off him (1.2 s), and the laugh dies as the bolt racks. The second magazine (11) climbs the last metre to the chest and the head, and only then does he turn with his hands up: nowhere higher. The joke is sharper: the recoil climbs after him, stops, and then climbs again. The beat list gains THE CLICK and THE DRILL; nothing is lost.
- **Adapts:**
  - The climb is the nearest rising chain from `s.el('PLATFORM', {near: 'victim', side: 'above'})`:
    - saloon platform → balcony (built);
    - castle walkway → tower top;
    - Tower Block floors and their railings;
    - Temple Steps: up the STAIRS, draped over the shrine's ledge;
    - Pirate Ship: deck → rigging (CLIMBABLE) → the crow's nest rim;
    - Atrium galleries; Clock Tower floors; Military Base tower ladders; Desert Forts walls.
  - Only one step up: the climb is one jump plus the edge. The stream chews that one edge under his feet with two calf hits, so the climb still has its rhythm.
  - Nothing above him: skipped (owed).
  - Kitchen: up the drawer handles to the counter top; he drapes over the counter edge.
  - Deep: skipped (the drape needs gravity).
- **Text:** the caption "YOU CAN'T OUTCLIMB RECOIL" → recap; "AGH" and "drip." stay.
- **Gore ladder:**
  - the calf hit, the chest / throat at the top, the head pops, the guts slide out and hang to the floor as a rope, one drop runs down it onto Faris's crown:
    - H: the head pop shows a dark burst, no brain. The guts rope becomes a long dark rope of blood that still runs to the floor, and the drop still runs down it.
    - M: the calf takes a dark gash (the limp stays). At the top the burst leaves dark gashes, the head snaps back with a dark wound, and he drapes. No guts: a long dark drip line runs off the edge from his chest to the floor, and one drop lands on Faris's crown.
    - L: small dark puffs. The calf hit is a stumble and a limp; at the top he's knocked backwards over the edge and drapes there, out cold. No drip: his cap falls off the draped body and drops neatly onto Faris's head. Faris looks up from under the brim. That's the final image.
    - VL: the climb with wood chips flying off the edges; stars at the top; he drapes and puffs away. His cap drifts down onto Faris's head.

## ar.walk-it-in · WALK IT IN · RARE
- **Built on** two rooftops across a gap, with the spotter's binocular split frame.
- **Needs:** line of sight ≥ 10 m to the victim, and a surface near him (floor in front, a wall or roof behind) to show SHORT and LONG. A GAP between them is best.
- **range** far · **hazard** none · **air** no · **victims** 1.
- **Real gun:** built as three measured bursts of 5, 5, 6. **v4 fix:** bursts 1 and 2 use 10 rounds; the spotter's ADJUST beat is stretched to 1.2 s and Faris does the full drill while the spotter calls the correction (the binocular frame holds on the laughing man). Burst 3 (6 rounds) goes in. The pause makes the laugh last longer, which is the point.
- **Adapts:**
  - `s.el('GAP')` first, else the farthest FLOOR or PLATFORM in line of sight:
    - rooftop gaps (built);
    - Desert Forts: fort to fort across the oasis (SHORT throws up water, LONG chips the far wall);
    - Military Base: tower to tower;
    - Temple Steps: from the foot of the steps to the shrine (SHORT chips a step, LONG cracks the shrine pillar);
    - Tower Block: across the light well between the floors;
    - Pirate Ship: deck to crow's nest (the shots climb the mast);
    - Clock Tower: from a lower floor up to the clock face.
  - Only on real distances ≥ 10 m; on shorter fights the film isn't picked.
  - Kitchen: from the stove top to the bread bin across the counter.
  - Deep: skipped (needs a surface under him for the impacts).
- **Text:** the spotter's calls SHORT / LONG / DOWN 2 / ON TARGET and the range ticks stay (the concept overlay); the caption → recap.
- **Gore ladder:**
  - five through the laughing chest, he falls back on his roof:
    - M: five dark gashes across the chest.
    - L: five dark puffs; the laugh cuts off; he falls flat on his back, out cold.
    - VL: five sparks off his vest, the laugh chokes, stars, the fall, the puff. The binoculars hold on the empty roof.

## ar.grenade-belt · GRENADE BELT · RARE
- **Built on** the backyard (the spoon lands in burnt grass).
- **Needs:** a FLOOR for the spoon to land on (or the camera follows it down).
- **range** mid · **hazard** none (his own grenades) · **air** yes (a bandolier blows just as well in mid-air; the spoon spins down from wherever it is) · **victims** 1.
- **Real gun:** 1 aimed round. Fits.
- **Adapts:**
  - Works anywhere. The spoon lands on whatever floor is under the blast. If a DROP is below him, the camera follows the spoon down to the floor below.
  - Destruction: the chain blast is an explosion, so it breaks the heavy elements in reach (§5): the nearest BREAKABLE_HEAVY (a crate wall, a door, a statue) comes down in the second blast, and any EXPLOSIVE barrel within 2 m chains in as a fifth blast.
  - Kitchen: the spoon lands on a dinner plate (ting).
  - Deep: four bubble shocks instead of fireballs (the game's underwater blast). The shred is the same in a blood cloud; the spoon sinks slowly past the camera to the sea floor and settles in the sand.
- **Text:** the caption "HE BROUGHT HIS OWN" → recap; "PING" and "tink" stay.
- **Gore ladder:**
  - four grenades in a chain shred him, guts in the yard:
    - H: the shred stays; the guts are dark ropes.
    - M: no limbs off. The four blasts are four scorch bursts that throw him spinning through the smoke; he lands scorched and smoking in rags, dark gashes, the empty bandolier hanging off him.
    - L: four soot blasts. He staggers out of the smoke blackened, hair standing up, coughs one smoke ring and falls flat on his face, out cold.
    - VL: four grey puffs with stars. The smoke clears on nothing but the empty bandolier fluttering down; the spoon spins down into the grass.

## ar.ladder · LADDER · RARE
- **Built on** the saloon balcony: the victim casts a gold escape ladder up to it (palms thrust).
- **Needs:** a PLATFORM, a WALL top or a ledge 1.5-4 m above the victim to lean the cast ladder on.
- **range** close → mid · **hazard** fall (he falls off the ladder) · **air** no · **victims** 1.
- **Real gun:** 11 up the rungs + 2 through the wrists = 13. **v4 fix:** the rungs take 10, the wrists 2: exactly 12.
- **Adapts:**
  - `s.el('PLATFORM', {near: 'victim', side: 'above', min: {h: 1.5}})`, else a WALL top or PILLAR ledge.
  - The ladder is always his own cast (the story: his escape). Its length follows the real height; rungs stay ~0.25 m apart, at least 6.
  - Where the map has a real CLIMBABLE right there (ship rigging, a real ladder), he still casts his own, because the rungs must break.
  - No ledge 1.5 m or higher: skipped (owed).
  - Kitchen: up the side of the toaster.
  - Deep: skipped (the fall).
- **Text:** the caption "HIS OWN LADDER" → recap; "CRACK" and "THUD" stay.
- **Gore ladder:**
  - the wrists shot through, he falls; his two hands stay gripping the top rung, dripping:
    - H: unchanged.
    - M: no hands come off. The burst shatters the top rung itself out of the ladder while he holds it; he falls gripping the broken rung in both hands, dark gashes on his wrists. The final image: him on the boards still clutching the rung across his chest, and the ladder with no top rung.
    - L: the same broken-rung fall with dark puffs; he lands flat on his back, out cold, still holding the rung.
    - VL: sparks off the rungs; he falls with stars and puffs away; the broken rung drops onto the boards where he was (clack).

## ar.bayonet · BAYONET · RARE
- **Built on** the saloon floor.
- **Needs:** a FLOOR run ≥ 3 m for the charge.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 15 point-blank rounds. **v4 fix:** 12 rounds, CLICK with him still on the blade, the full drill one-handed (he hangs there, Faris's off hand drops the empty mag and slaps the fresh one home under his body), then 3 more. Crueller and better.
- **Adapts:**
  - Works on any floor ≥ 3 m.
  - A WALL within 1 m behind him: the charge pins him against it, and the kick off the blade slides him down the wall.
  - Kitchen: across a cutting board.
  - Deep: the charge is a swimming lunge; with no gravity he hangs on the blade by himself, the rounds push him along it in a blood cloud, and the kick sends him drifting off. The spine trails off the blade like weed.
- **Text:** the caption "THE RIFLE IS A SPEAR" → recap; "CLICK", "SHLUK" and "RRRIP" stay.
- **Gore ladder:**
  - impaled and lifted, the point-blank rounds, kicked off boneless, the spine hanging off the blade:
    - H: bones only in x-ray, so the spine on the blade becomes a dark wet sleeve of gore dripping off it.
    - M: the blade goes in under the ribs (a dark wound); lifted; the rounds come out of his back as dark puffs; kicked off. The blade drips a dark thread.
    - L: no wound. The bayonet catches him by the collar and lifts him off his feet; the rounds into his vest are dark puffs that knock him out; kicked off, he flops. The final image: the raised rifle with his torn collar hanging off the blade like a rag.
    - VL: the same collar lift; sparks; stars; the kick, the puff. The rag flutters on the blade.

## ar.tac-reload · TAC RELOAD · RARE
- **Built on** the rooftops (the wet roof).
- **Needs:** a FLOOR for her charge (≥ 2 m).
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** the hook is the empty magazine, so v4's magazines suit it better than the old gun did. 2 rounds, the click, 4 rounds. It uses the real drill: drop mag, fresh mag from the belt, rack.
- **Adapts:**
  - Works on any floor. Rain only where the map has weather; on dry maps her feet skid on sand, dust or boards.
  - Kitchen: across the counter tiles.
  - Deep: she swims at him; the thrown magazine slows in the water but still sticks in her teeth; the burst up under the chin sends a blood cloud rising; she drifts down with the magazine still in her mouth.
- **Text:** "KLONK" and the ammo counter stay (the concept overlay; it shows the v4 12-round magazine); the caption → recap.
- **Gore ladder:**
  - the magazine in her teeth, the burst up through the jaw, the top of the skull bursts off:
    - H: the skull top flies with a dark wound under it; no brain.
    - M: the magazine sticks between her teeth with a dark split lip; the burst snaps her head back with dark gashes under the jaw; no skull opening. Final: her face with the magazine in her mouth.
    - L: the magazine thwacks into her mouth and sticks; she stops dead, cross-eyed; the muzzle under her chin; the burst is dark puffs and her head snaps back, out cold. The final image is unchanged.
    - VL: the same with sparks and stars; the final image holds, then she puffs away and the magazine drops on the roof (clack).

## ar.underbarrel · TOO CLOSE TO ARM · RARE
- **Built on** the saloon floor.
- **Needs:** a FLOOR, with ≥ 3 m behind Faris for the steps back.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 1 grenade + 2 rounds. Fits. The launcher is a hand prop pulled out in-story (`s.pullOut`), which the brief allows.
- **Text:** the caption "MINIMUM ARMING DISTANCE" → recap; "THOOMP" and "tink" stay. **Trap fix (not a text rule):** the counted retreat ONE / TWO / THREE is a count chip, and counting is owned (pistol ON THREE, laser ten-count). No numbers: three slow boot-steps backwards with the stuck grenade's light blinking faster on each step, the camera low on the heels.
- **Adapts:**
  - Works anywhere. No room behind Faris: he steps sideways round a PILLAR or into an OPENING instead, and the blast comes through it.
  - Kitchen: he backs off along the counter behind a salt shaker.
  - Deep: the grenade is slow in the water but sticks the same; the blast is a bubble shock that rips him apart in a cloud.
- **Gore ladder:**
  - the grenade in his chest goes off: torn apart, chest opened:
    - H: the tear stays; the open chest is a dark cavity.
    - M: a dark scorch crater on his chest; he's blown backwards in smoke, clothes shredded, dark gashes.
    - L: a soot blast; he flies back blackened and lands out cold with smoke curling off him; the launcher tube smokes (the final image).
    - VL: a big grey puff with sparks and stars; the smoke clears on nothing; the grenade's empty brass case clinks down where he stood.

## ar.thermal · THERMAL · EPIC
- **Built on** the saloon, filled with his smoke.
- **Needs:** a FLOOR. The smoke is the kill's own (an in-story canister).
- **range** close → mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 5 rounds. Fits.
- **Adapts:**
  - Works anywhere. The creaking board that turns him becomes the floor's own sound: a creaking plank, a clanking grate, crunching sand, a squeaking tile.
  - Outdoor wind maps (rooftops gusts): the smoke wall drifts with the wind and the hunt follows it.
  - Kitchen: the smoke canister is a steaming kettle (BIG_PROP) Faris knocks over; the steam is the wall.
  - Deep: the canister puffs a black murk cloud instead of smoke. The thermal world is the cold violet sea; the hot breath leaves his holes as hot bubbles that rise; he cools faster in the cold water. Crafted, not dimmed.
- **Text:** the thermal HUD (the temperatures, TRACK / LOCK / NO PULSE) stays as the concept overlay; "M18" on the canister stays; the caption → recap.
- **Gore ladder:**
  - lungs punctured (one pops, one collapses with pink froth), three gasps out of the holes, cooling limb by limb:
    - H: the lungs glow through the chest as heat blobs only; no organ drawing; the froth is dark.
    - M: no organs. Five dark gashes; the thermal shows five hot spots; the three gasps still leave by the holes as hot puffs (air, not gore); he cools limb by limb.
    - L: five dark puffs. He drops to his knees; three hot breaths leave his MOUTH; he slumps out cold; on thermal he dims to a sleeping warmth (the needle settles at the blue edge, not black).
    - VL: sparks on the hits; stars; he slumps and his white-hot silhouette fades in a puff of heat haze.

## ar.own-pit · HIS OWN PIT · EPIC
- **Built on** the backyard lawn: his own cast spike pit cuts a real gap in the floor collider (restored at the exit).
- **Needs:** a FLOOR with ≥ 5 m behind the victim and solid ground under it (the pit is dug into it).
- **range** close → mid · **hazard** spikes · **air** no · **victims** 1.
- **Real gun:** built as ten 3-round bursts (30 rounds) with twin counters 30 / 10. v4 has 24 rounds a pickup. **v4 fix:**
  - 8 bursts of 3 = 24 = two magazines; 8 steps to the edge.
  - After burst 4: CLICK. While Faris does the full drill, the victim, bleeding, stops retreating and takes one step FORWARD, then a second, away from the pit, eyes on the reloading rifle. The drill finishes when his foot comes down. Bursts 5-8 knock him back the two steps and the rest.
  - The twin counters become icons, no numerals: 24 brass rounds in two rows (one per magazine) draining, and 8 footprints filling toward the pit's lip.
  - The last burst is the last 3 rounds and the last footprint together, as before.
- **Adapts:**
  - The pit is always his own cast (the hook). It lands on the real FLOOR behind him.
  - On a thin PLATFORM with open air under it, the pit hangs under the platform as a cage of stakes.
  - On Spike Castle, his pit's stakes match the castle's real spikes (same iron, same rust), so it reads as part of the castle.
  - A shorter floor behind him: the steps shrink (≥ 0.25 m each) or he starts nearer the edge; the count stays 8.
  - Kitchen: a pit of cocktail sticks dug into a cake.
  - Deep: skipped (the fall into the pit).
- **Text:** the twin counters stay as the concept overlay, now 24 rounds in two rows of 12 and 8 footprints; "STOP" and "SHUNK" stay; the caption → recap.
- **Gore ladder:**
  - an ear, the shoulder, the belly opens and the guts drag, the nose shot off, the hand off at the wrist, the knee, spitted at hip and chest:
    - H: the guts are a dark rope dragging on the lawn; everything else stays.
    - M: no part comes off. Each burst opens a dark gash in the same place (the ear clipped, the shoulder, the belly, a bloodied nose); the hand takes a gash and goes limp; the stakes go in as dark wounds.
    - L: no wounds. Each burst knocks him a step back in dark puffs; he looks back and begs with his hands; at the edge he teeters and falls backwards out of sight between the stakes; cut to Faris at the lip, a dull thud and a small dark puff rising; the magazine drops in.
    - VL: sparks and dust on each burst; he falls in; a puff of dust with stars rises out of the pit; the magazine drops in (clank).

## ar.dance · DANCE · EPIC
- **Built on** the saloon with Faris's cast player piano in the corner.
- **Needs:** a FLOOR ≥ 3 m and a WALL or corner by Faris to stand the piano against (on open ground the piano stands free).
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 22 rounds on the beat over 4 s. **v4 fix:** the rag has a break. After 12 rounds, CLICK, and the piano plays a two-bar solo while Faris does the full drill with his foot still tapping. The victim keeps dancing, because the piano keeps playing and he doesn't dare stop. Then the last 10 rounds, faster, and the chord.
- **Adapts:**
  - Works on any floor. The shots into the floor at his feet are drawn per surface: boards (splinters, built), stone (chips and sparks), metal (sparks and pings), sand (spurts), tiles (Kitchen, cracked shards).
  - Kitchen: the piano is a music box (BIG_PROP scale), the ballerina still turning.
  - Deep: skipped (the dance needs a floor and gravity).
- **Text:** the caption "THE PIANO NEVER MISSED A BEAT" → recap; the floating notes stay.
- **Gore ladder:**
  - boots shredded, toes off, the shin skin rolls off to the bone, dancing on bone, the chord up the body, his throat fills the cap:
    - H: the shins strip to raw dark red (no white bone).
    - M: no peel. The boots are shot to rags, dark gashes on the shins, he dances limping; the chord is dark gashes up the body; he bows over his cap and a little dark blood drips into it.
    - L: the shots throw dust and splinters; his boots are shot to rags with his toes poking out of the holes; he dances faster until he's exhausted; the chord is puffs; he collapses forward over the cap, out cold, and Faris's coin lands in it.
    - VL: the same with sparks off the boards; at the chord he bows into a puff; the cap stays with the coin spinning in it.

## ar.white-flag · WHITE FLAG · EPIC
- **Built on** the castle tower top: the victim casts his parapet in front of himself; Faris on the walkway below.
- **Needs:** a FLOOR for the victim (any height; the parapet is his cast). A DROP behind him is optional (he goes over it backwards; without one he falls flat behind the parapet).
- **range** mid · **hazard** fall (only with a DROP) · **air** no · **victims** 1.
- **Real gun:** built as one held pull of 27 rounds plus 10: 37, over v4's 24. **v4 fix:**
  - Faris no longer holds the trigger on the merlons. He holds the SIGHTS on the top of the wall, and every peek is answered by an instant short burst. The hook stays word for word: every time curiosity makes him look, the stream takes whatever came up.
  - Peeks 1-4: 3 rounds each = 12, magazine 1. Each burst also chews the merlon it came over, so the parapet still crumbles.
  - The white flag goes up the moment the magazine clicks dry: he thinks Faris is out. Faris lowers the rifle (the built "thinks" beat) and does the full drill while the flag waves. Then he lifts it again.
  - The flag and the hand (4), then he stands screaming into the last 8.
- **Adapts:**
  - Works anywhere: the parapet is his defensive cast, placed in front of him on whatever floor he's on.
  - Higher than Faris (tower, balcony, rigging, a Tower Block floor): built as is. Level with Faris: the parapet is a low barricade and Faris fires from a crouch.
  - A real WALL top or crate stack in front of him: he hides behind that instead and no parapet is cast. The chewed stone becomes chewed wood or dented metal per element.
  - Kitchen: behind a stack of sugar cubes.
  - Deep: skipped.
- **Text:** "PING", "EAR!" and "MY NOSE" stay; the caption "SURRENDER NOT ACCEPTED" → recap.
- **Gore ladder:**
  - peek 1 the beanie, peek 2 an ear, peek 3 the skull lid flips off (brain open), peek 4 the nose; the flag and the hand; the stand-up burst; over backwards:
    - H: the skull lid flips with a dark wound under it, no brain.
    - M: peek 2 is a dark nick on the ear (it stays on); peek 3 the round parts his hair in a dark crease and his hair smokes (no lid); peek 4 a dark bloody nose; the hand takes a gash and drops the stick; dark gashes on the stand-up.
    - L: each peek loses an object instead of a part: 1 the beanie, 2 his sunglasses, 3 a tuft of hair (it smokes, a ruined haircut), 4 the toothpick out of his mouth. The flag is shot to rags down to the bare stick. He stands up into the burst, dark puffs, over backwards, out cold.
    - VL: the same objects with sparks; he goes over and a puff with stars rises from behind the parapet.

## ar.lighter · LIGHTER THAN AIR · EPIC
- **Built on** the rooftops: the roof edge, the dark alley below, the moon.
- **Needs:** a DROP edge by the victim (≥ 3 m) with open air above it.
- **range** close → mid · **hazard** fall · **air** yes (falling off an edge at the KO, he casts the balloons in mid-fall and they catch him) · **victims** 1.
- **Real gun:** 20 rounds in one run. **v4 fix:** six single rounds pop six balloons (magazine 1 has 6 left after them). At "please" Faris does the full drill, slowly, looking at him the whole time while he hangs there begging. That makes the plea longer and the answer colder. Magazine 2 takes him apart piece by piece (12), so the beats run 6 + drill + 12 + 2 spare.
- **Adapts:**
  - `s.el('DROP', {near: 'victim'})`: a roof edge (built), the backyard island's rim (pieces fall into the void), a castle wall, a Tower Block ledge, a Desert Forts arch, the Pirate Ship rail (pieces drop into the sea, splash by splash), a Military Base tower, the Clock Tower face.
  - The final sky: the map's own LIGHT (a moon where it has one; on day maps the sun, which the balloon and the hand cross as a dark silhouette).
  - Kitchen: off the counter edge; the balloon floats up past the extractor hood's lamp.
  - Deep: the balloons are buoyant air bags; he rises toward the surface instead of drifting off; each lost piece sinks into the abyss. The final image is the bright ceiling of the sea with the bag and the forearm rising into it.
- **Text:** "POP" and "please..." stay; the caption "EVERY PIECE A LITTLE HIGHER" → recap.
- **Gore ladder:**
  - a leg, the guts slither out and hang and tear away, the other leg, the back arm, the head, each piece dropping into the alley; the last round takes him off at the elbow and the balloon rises with the forearm:
    - H: the guts are dark; the rest stays.
    - M: no part comes off. Each burst rips away something he carries, dropping into the alley: a boot, the other boot, the belt and holster, the jacket, the pistol. Each makes him lighter and he rises. The last round grazes his wrist (a dark gash) and his fingers stay tangled in the string: stripped light enough, his whole limp body drifts up across the moon hanging from the string. Its own final image, as strong as the hand.
    - L: the same stripping arc with puffs; the last burst knocks him out; still tangled in the string, his limp body drifts across the moon.
    - VL: the same with sparks; crossing the moon he puffs away and the balloon rises alone.

## ar.searchlight · SEARCHLIGHT · EPIC
- **Built on** the castle at night: Faris points a searchlight into being on the left tower; the victim hides under the plank, at the tower foot, flat on the stones.
- **Needs:**
  - a high point on Faris's side (PLATFORM, PILLAR top or WALL top ≥ 1.5 m) to mount the light; without one the light stands on a tripod beside him on the floor;
  - two or three hiding spots near the victim: under a PLATFORM, at a WALL or PILLAR foot, behind a CONTAINER, or open floor.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 11 rounds. Fits.
- **Adapts:**
  - The finds are the real hiding spots from `s.el('PLATFORM', {side: 'below'})`, `s.el('PILLAR')`, `s.el('CONTAINER')` near him, ordered nearest first. With only two, the third find is him frozen in the open like a rabbit in the beam (a crafted third beat, not a skipped one).
  - Day maps: the castle "goes black" because Faris's light comes with its own night: the crossing kills the map's lights the way the built kill does (a darkness overlay, the sun dimmed to a smudge).
  - Kitchen: the searchlight is the oven light behind the glass door, swung on its hinge.
  - Deep: the abyss is already dark. The beam cuts through murk with silt motes in it; hiding spots are the rock arch, the hull ribs and the kelp.
- **Text:** "KA-CHUNK", "PSSHH" and the heart's 196 readout stay; the caption → recap.
- **Gore ladder:**
  - pinned, he turns see-through in the beam (skull, ribs, a racing heart); three ribs crack, the heart bursts, lit from behind:
    - H: the x-ray stays (bones in x-ray are allowed at H); the heart is a dark shape that bursts dark.
    - M: no organs, no bones. The beam shows his silhouette with the racing heartbeat as a pulsing glow at the chest (light, not anatomy); three dark gashes; the glow stops; black.
    - L: the beam pins him; he throws his arms over his eyes; dark puffs; he crumples, out cold; the lamp is shot out.
    - VL: sparks in the beam; stars; he puffs away in the light and the dust motes swirl where he was; the lamp goes out.

## ar.barrel-roll · BARREL ROLL · EPIC
- **Built on** the saloon: the oil drum is her own cast cover ('thrust').
- **Needs:** a flat FLOOR ≥ 4 m between them (the roll and the fuel line).
- **range** mid · **hazard** fire · **air** no · **victims** 1.
- **Real gun:** 9 rounds. Fits.
- **Adapts:**
  - **Map-native first:** if a real EXPLOSIVE barrel stands within 2 m of her, she ducks behind that one and casts nothing. Her own cover is still the bomb, and now it's the map's (Dusty Saloon, Military Base, Crate Canyon, Pirate Ship powder kegs).
  - A sloped floor (Temple Steps, forts ramps): the drum rolls downhill by itself after the holes, faster.
  - Kitchen: a cooking-oil bottle on its side and a lit hob.
  - Deep: skipped (nothing burns underwater).
- **Text:** the caption "SHE LAID THE FUSE HERSELF" → recap.
- **Gore ladder:**
  - thrown out of the fireball burning, the run with fire footprints, the mercy burst, she chars black and cracks apart like a log:
    - H: unchanged (no organs).
    - M: she runs burning (flames on her clothes), the mercy burst is dark gashes, she kneels scorched black and smoking and topples over whole. No cracking apart. The footprints of fire stay.
    - L: the fireball blows her out blackened, hair smoking; she runs in a circle patting out her sleeves; the mercy burst is puffs; out cold face down, smoking.
    - VL: the fireball is a big smoke puff; she runs with a smoke trail; stars; the puff; the fire footprints burn out one by one.

## ar.bullet-time · BULLET TIME · LEGENDARY
- **Built on** the castle.
- **Needs:** a FLOOR. Works anywhere.
- **range** close → mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 10 rounds in the arc. Fits. The victim's backup pistol comes from his boot (`s.pullOut {weapon: 'pistol'}`).
- **Adapts:**
  - Works anywhere. A low CEILING over Faris (Atrium, Tower Block, bunker) tilts the lean sideways instead of back, under the same bullets.
  - Kitchen: the lean under a hanging ladle.
  - Deep: underwater rounds really are slow (the game's drag), so bullet time is native here. The lean becomes a slow roll in the water; the bubble trails of the six rounds pass over his face; the drain leaves him in a blood cloud and the husk drifts.
- **Text:** "TING" stays; the caption "SIX ROUNDS · ZERO HITS" → recap.
- **Gore ladder:**
  - stitched knee to jaw in slow time, the glowing wound line, the blood hanging in the air; time snaps back and he drains into a husk that cracks open, empty, and flakes:
    - H: unchanged (no organs).
    - M: the wounds are dark gashes with a faint glow, 40% blood hanging in the air; the drain and the husk stay (skin, no anatomy).
    - L: small puffs along the arc; when time snaps back every second he spent in slow time catches up at once: he's jerked backwards across the floor in fast-forward and slumps, out cold, steam rising off him.
    - VL: sparks along the arc; the fast-forward jerk backwards, stars, the puff. Faris's crown drops back onto his head.

## ar.human-shield · HUMAN SHIELD · LEGENDARY · 2 victims
- Owns the human-shield trap (friendly fire through a held body).
- **Built on** the saloon: Faris hooks foe 1 by the neck; foe 2 fires from the platform.
- **Needs:** a FLOOR and a real second enemy in line within 10 m (on a PLATFORM in the built version; any height works).
- **range** pointBlank (the hook) + mid (the partner) · **hazard** none · **air** no · **victims** 2.
- **Plays only on a real double KO** (brief §4 triggers). With 3+ victims the rest die in the background.
- **Real gun:** 5 rounds. The partner's stream is his real weapon (built: an SMG); any firearm works, with its own fire pattern.
- **Adapts:**
  - The partner stands wherever the real second victim is. On the floor at the same level, Faris turns the shield to face him and the shot goes straight across.
  - The partner holding a melee weapon: he charges instead of firing, and the shield takes his swing (the chest opens on the blade); Faris fires through the hole into the charging man.
  - Kitchen: across the counter, the partner on the spice rack.
  - Deep: the hook and hold in the water; the partner's rounds come slow and visible with bubble trails; they open the chest in a cloud.
- **Text:** "oh no" stays; the caption "HE SHOT THE HOLE HIMSELF" → recap.
- **Gore ladder:**
  - the shield: four ribs crack, the chest bursts open, the heart hit by his own partner, the muzzle comes out through the ribs. The partner: shoulder, belly, chest, the head pops:
    - H: the open chest is a dark cavity (no ribs or heart drawn); the muzzle through it stays; the partner's head pop is a dark burst.
    - M: the partner's rounds punch dark wounds into the shield's chest; Faris presses the muzzle into the wound in his back and fires through him; the rounds come out of the front as dark puffs into the partner; dark gashes on the partner; the shield slides off the barrel.
    - L: the partner's rounds knock the shield out (puffs, limp); Faris rests the rifle on the limp man's shoulder and fires over it; the partner drops, out cold; the shield slides off Faris's arm face down.
    - VL: sparks; stars; both puff away; Faris blows the smoke off the muzzle.

## ar.clash · CLASH · LEGENDARY
- **Built on** the castle yard.
- **Needs:** a FLOOR with clear line of sight at mid range, and a victim holding a firearm (his real weapon at the KO).
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** built as 23 rounds a side. **v4 fix:** Faris has a full 12. The victim fired 4 in the lead-in, so he has 8. The clash runs at film speed 0.5 (bullet time on the tug of war), so 1.3 game seconds of fire fill the built screen time. His magazine runs dry after 8; Faris's last 4 race into him. The fix makes "his ran dry first" true to the real guns.
- **Victim's weapon variants:** an AR or SMG (built); a pistol or revolver (single rounds meeting Faris's stream one by one, each a bigger spark); a shotgun (pellet clouds against the stream, a wider spark ball). A melee victim: this film isn't picked.
- **Adapts:**
  - Works on any floor. The spark ball's heap of fused bullets lands on the real floor.
  - Kitchen: across the counter between the salt and pepper.
  - Deep: the rounds are slow and visible, so the meeting point is a ball of bubbles and slowed lead, even clearer than on land; the fused heap sinks.
- **Text:** "click", "KRAK" and "tink" stay; the caption "HIS MAG RAN DRY FIRST" → recap.
- **Gore ladder:**
  - his own rifle shattered in his hands, both hands off at the wrist, the chest opened wide (butterfly), blown back:
    - H: the hands still come off; the chest is a dark cavity.
    - M: the rifle shatters (it stays); his hands take dark gashes; the stream is dark gashes across the chest; he's blown back onto the stones.
    - L: the rifle shatters in sparks; the racing clash hits him as a shockwave of sparks and blows him back, out cold; the welded pair lands on him (tink).
    - VL: the same with stars; he puffs away; the welded pair lands where he was.

## ar.zipline · ZIPLINE · LEGENDARY
- **Built on** the castle: Faris rips a cable into being between the towers and rides it over the yard; she hides under the plank.
- **Needs:**
  - two high anchors either side of the victim (PILLAR tops, WALL tops, high PLATFORMs, a mast);
  - cover over her (a PLATFORM, plank or CONTAINER she can hide under or in).
- **range** mid (Faris starts on a high point) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 9 + 4 + 1 = 14. **v4 fix:** the plank strafe takes 8 and the spine burst 4 (12, the magazine). He drops off the trolley, lands beside her, and the full drill is the walk round to face the far anchor. The 13th round shoots the anchor.
- **Adapts:**
  - Anchors: the nearest two high elements either side of her. On the Pirate Ship the cable is the real rigging line (CLIMBABLE) and he rides it with a hook. With only one high point, the far anchor is a cast post. With none: skipped (owed).
  - Her cover: under a PLATFORM (built), inside a CONTAINER (Crate Canyon: the stream chews down through the crate lids), under a stair run.
  - Kitchen: a cable from the kettle handle to the spice rack; she hides under a tea towel.
  - Deep: skipped (the ride needs gravity).
- **Text:** "PANG" and "WHAP" stay; the caption "SPECIAL DELIVERY" → recap.
- **Gore ladder:**
  - holes through the plank, splinters raining, a round in her shoulder; the stream from above breaks her back, folding her backwards; the cable whips down across her:
    - H: unchanged.
    - M: the stream from above drives her flat on her face (dark gashes across the back) instead of folding her; the cable lands across her.
    - L: puffs; she's knocked flat, out cold; the cable whips down across her and she twitches.
    - VL: sparks and splinters; stars; she puffs away just as the cable lands.

## ar.no-mans-land · NO MAN'S LAND · LEGENDARY (death realm)
- **Built on** the castle (the return lands there).
- **Needs:** a FLOOR for the return. The realm is self-contained.
- **range** any · **hazard** none · **air** yes (the death crack catches him wherever he is) · **victims** 1.
- **Real gun:** 11 rounds. Fits. The flare pistol is a hand prop from his belt.
- **Adapts:**
  - Works anywhere. The 'b.flare' crossing grows from wherever the flare's light falls on the real map; the 'b.flareout' return shrinks the red circle back to the burnt-out flare on whatever floor is there.
  - Kitchen: the trench is tiny-scale in the realm too; the return lands among the crumbs on the counter.
  - Deep: the flare's red light grows through the murk (the realm comes in as a red cloud of light); on the return the body sinks to the sand wrapped in wire beside the spent flare. Rare in-game, kept fully crafted.
- **Text:** "FOOMP" stays; the caption "THE DEAD GO OVER FOREVER" → recap.
- **Gore ladder** (the trench, the dead and their turning skulls stay at every level):
  - crucified on the wire, the stream along the wire jerks him and the dead hanging beside him, the barbs strip the skin off his arm, his guts hang into the mud, he dies hanging by the wrists:
    - H: the stripped arm is raw dark red (no bone); the guts are dark.
    - M: the barbs tear his sleeves to rags with dark gashes; no guts; the stream jerks him; he dies hanging by the wrists.
    - L: the wire holds him by his clothes (no wounds); the stream is puffs; he slumps out cold on the wire while the dead keep going over the top past him. Back in the castle he lies in the wire coil beside the flare.
    - VL: sparks along the wire; he puffs away on it while the dead walk on. Back in the castle the empty wire coil lies beside the spent flare.

## ar.last-stand · LAST STAND · MYTHIC · 4 victims → 3
- **Built on** the saloon: one charging across the boards, one leaping off the right platform, one shooting from the left platform, one running in; a four-panel manga page fills along the bottom.
- **Needs:** a FLOOR; a PLATFORM (or any ledge or jump) for the leaper. Works without a platform: the leaper leaps from the floor.
- **range** close · **hazard** none · **air** yes (the leaper is airborne) · **victims** 3 (was 4).
- **Plays only on a real triple KO.** With 4+, this film plays and the rest die in the background.
- **The trim and the v4 magazine fit together:**
  - The film is "one magazine, the last one gets the stock". v4's magazine is 12.
  - Keep: the charger (HALVED), the leaper (MID-AIR), the last one (THE STOCK).
  - Cut: the platform shooter (NO JAW). His beat used JAW / TEETH, which is RESTING, so it's the weakest of the four.
  - 12 rounds: about 7 halve the charger, 5 pop the leaper's head in mid-air, and the CLICK lands in the last one's face, exactly as built. The full circle turn stays (three directions + the turn back).
  - The four-panel page becomes a three-panel page (a triptych along the bottom), each panel live on its corpse.
- **Adapts:** works on any floor. The leaper comes from the nearest high element; with none, he springs off the floor in a flying tackle.
  - Kitchen: from the top of the toaster.
  - Deep: the leaper is a diver coming down from above; the charger swims in; the stock strokes are slower in the water and hit as hard.
- **Text:** the AMMO counter stays (now 12 → 0) and the manga panels keep their captions HALVED / MID-AIR / THE STOCK (the concept overlay); "click" stays; the closing caption → recap.
- **Gore ladder:**
  - the charger halved at the waist; the leaper's head popped in mid-air; the last one: teeth, nose, the skull caves and the brain splats:
    - H: the halving and the head pop stay; the brain is a dark wound.
    - M: no part comes off. The charger takes the burst across the waist (dark gashes) and folds over; the leaper's head snaps back in mid-air with a dark wound and he lands in a heap; the stock knocks the last one's cap off, then bloodies her nose dark, then drops her.
    - L: each falls out cold into its panel with puffs; the stock is three strokes with stars, out cold.
    - VL: each puffs away in its panel; stars on the stock; the empty magazine spins down.

## ar.rewind · TAKE THREE · MYTHIC
- **Built on** the backyard, one film set-up like a camera on sticks.
- **Needs:** a FLOOR. Works anywhere.
- **range** mid · **hazard** none · **air** no · **victims** 1 (the same man, respawned at his mark by the rewind).
- **Real gun:** 3 + 1 + 3 rounds; the film rewind resets the magazine with the world. Fits.
- **Adapts:**
  - Works anywhere. On a moving map (Pirate Ship deck, Clock Tower hands), the rewind also runs the map's motion backwards, which sells the rewind even harder.
  - Kitchen: the slate is a sugar packet.
  - Deep: the ham death in slow drift (he clutches, spins slowly, sinks); the rewind runs the bubbles backwards into his mouth.
- **Text:** CUT, PRINT IT, FROM THE TOP / ONE MORE TIME, the ham's 'THEY... GOT... ME...' and the slate all stay (speech and the film-set overlay); the caption "THREE TAKES, ONE KEEPER" → recap.
- **Gore ladder:**
  - take 1 the burst in the chest (a ham death); take 2 the head pops and the headless body runs on and falls the wrong way; take 3 split crown to crotch, the halves peel apart:
    - H: the split stays; its organ sections are dark.
    - M: take 2 the head snaps back with a dark wound and he staggers on and falls the wrong way; take 3 the stream draws a dark seam crown to crotch and he topples straight back, whole.
    - L: take 1 a ham faint; take 2 he trips over his own feet and falls the wrong way, out cold; take 3 the stream is puffs and he goes down flat: PRINT IT.
    - VL: sparks; take 3 he puffs away on his mark; the slate drops.

## ar.magazine · THE MAGAZINE · MYTHIC (death realm)
- **Built on** the castle: the head-bullet bursts on the tower; the ejected case rings at Faris's feet.
- **Needs:** a FLOOR, and a WALL, PILLAR or any solid surface within 10 m in front of Faris for the head-bullet to burst on (none: it bursts on the floor at the far end, in a long skid).
- **range** any · **hazard** none · **air** yes · **victims** 1.
- **Real gun:** 5 rounds; the bolt is the real AR bolt in giant scale. Fits.
- **Adapts:**
  - The tower becomes the nearest solid surface: a saloon wall, a container side, a temple pillar, the ship's mast, a Tower Block wall, the clock face.
  - Kitchen: the bullet bursts on the fridge door.
  - Deep: the head-bullet slows in the water (the game's drag) and crawls the last metre with a bubble trail before it bursts on the hull or a rock; the ejected case sinks and settles at Faris's feet.
- **Text:** "KA-CHUNK", "CHAMBERED" and "SPLUT" stay; the caption "HE WAS THE NEXT ROUND" → recap.
- **Gore ladder** (the steel shaft, the brass-sealed dead and the colossal bolt stay at every level):
  - sealed in brass to the neck; chambered; in the castle his head is the bullet and bursts on the tower; the ejected case holds his crushed body, blood running out of its mouth:
    - H: the head burst is a dark burst; the rest stays.
    - M: the round that leaves Faris's muzzle is a brass cartridge with his face engraved on it; it hits the wall and leaves a dark smear. The ejected case holds him folded (not crushed), a dark trickle at its mouth.
    - L: the engraved bullet clangs off the wall with a puff; the ejected case holds him curled up, out cold, no trickle.
    - VL: sparks on the wall; the case rings at Faris's feet and a puff comes out of its mouth.

## ar.skin-classic · BRANDED · COMMON (classic skin)
- **Built on** the rooftops in the rain (the only warm colour is the glowing barrel).
- **Needs:** a FLOOR.
- **range** pointBlank (the brand), then close (three paces back) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 15 rounds into the roof to heat the barrel, then 1. **v4 fix:** one full magazine (12) into the roof heats the barrel red; the brand; the three paces back ARE the full drill (the mag drops, the fresh one slaps in, the bolt racks on the third step); the one round.
- **Adapts:**
  - Works anywhere. On dry maps there's no rain hiss on the barrel; instead the barrel's heat shimmer warps the air and the brand sizzles louder.
  - Kitchen: the muzzle is pressed in the same way; behind them a hob glows the same red.
  - Deep: the barrel can't glow in cold water... it can: a magazine dumped underwater boils the water off the barrel in a column of steam bubbles, and the brand hisses with bubbles instead of steam. Crafted.
- **Text:** "SSSSS" and "AAAGH" stay; the caption "DEAD CENTRE" → recap.
- **Gore ladder:**
  - a burnt ring on his forehead, one round through its centre:
    - H / M: the ring stays (a burn mark, not a cut); at M the hole is a dark dot in the ring.
    - L: a sooty ring and steam; the round knocks him back with a small dark puff; he lies out cold with the ring on his forehead like a target.
    - VL: a glowing ring that fades to soot; the shot is a spark and stars; he falls back and puffs away. The final image is the cooling muzzle.

## ar.skin-taped · HELD TOGETHER · RARE (taped skin)
- **Built on** the saloon.
- **Needs:** a FLOOR.
- **range** close → pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** the jam plus 6 rounds. v4's magazines make the jam read better. Fits.
- **Adapts:**
  - Works anywhere. The hardware drops on whatever floor is there and bounces per surface.
  - Kitchen: the screws roll between the tiles.
  - Deep: the shed hardware drifts down slowly instead of dropping; tape doesn't like water, so Faris winds it twice as hard (a crafted beat of its own).
- **Text:** the click, "THUNK", "clunk", "pop" and Faris's "...huh." stay; the caption "IT HELD. JUST." → recap.
- **Gore ladder:**
  - the point-blank burst through the chest, then the barrel launched through his skull; he goes over with the barrel sticking out:
    - H: the barrel through the skull stays (dark wound, no brain).
    - M: the barrel thunks into his forehead and sticks (a dark wound); over backwards with the barrel standing up.
    - L: the barrel bonks his forehead (THUNK) and spins off; he goes over backwards, out cold, with a lump; the barrel spins on the boards.
    - VL: sparks; stars; he puffs away; the barrel clatters down where he stood.

## ar.skin-camo · COPYCAT · EPIC (camo skin)
- **Built on** the saloon's real platforms: Faris on the low platform, the mimic on the balcony twice as high.
- **Needs:** a low PLATFORM by Faris (≤ 1.2 m, with an edge to step off) and a high PLATFORM by the victim (≥ 2 m, with an edge), at mid range.
- **range** mid · **hazard** fall · **air** no · **victims** 1.
- **Real gun:** 3 rounds. Fits.
- **Adapts:**
  - Faris's step: any low step, crate, stair or PLATFORM edge near him.
  - The mimic's balcony: the nearest high PLATFORM, tower top, rigging yard, Tower Block floor or Clock Tower ledge.
  - No high element by the victim: skipped (owed).
  - Kitchen: Faris on a matchbox, the mimic on top of the microwave.
  - Deep: skipped (the fall).
- **Text:** "SPLOOSH" stays; the caption "MONKEY SEE, MONKEY DO" → recap.
- **Gore ladder:**
  - punctured in mid-air, he hits the boards from twice the height like a water balloon: one big splash and a flat wrinkled skin:
    - H: unchanged.
    - M: dark puffs in mid-air; he lands with a big dark splash at 40% and a flattened, crumpled body (no flat skin).
    - L: he lands flat in a dust cloud, a body-shaped dent in the boards, out cold with stars; Faris's last wave.
    - VL: a dust puff on landing, stars, the puff. The body-shaped dent stays.

## ar.skin-cartoon · PAINTED TUNNEL · EPIC (cartoon skin)
- **Built on** the castle tower face.
- **Needs:** a WALL (or PILLAR, or BREAKABLE_HEAVY face) ≥ 1.5 m wide near the victim.
- **range** close → mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 10 rounds. Fits.
- **Adapts by surface (the painting's rim is drawn to match):** stone (built: painted bricks), wood (saloon wall, ship hull: a painted plank rim), metal (Military Base container: a painted rivet rim), glass (Atrium: she runs into a painted tunnel on the glass and her silhouette shows behind it), the Cage's chain-link (the painting is on a canvas hung on the mesh).
  - Kitchen: on the fridge door.
  - Deep: on the hull of the wreck; the pieces drift out of the painting instead of bouncing.
- **Text:** "BRRT", "AIEE" and "BOING" stay; the caption "THAT'S ALL, FOLKS" → recap.
- **Gore ladder:**
  - out of the painting bounce her party hat, a shin, an arm, her head, then the rest in a heap; a drop falls off the rolled painting:
    - M: out bounce the party hat, her boots, her pistol, her belt; then she staggers out singed (dark gashes) and falls flat. The drop off the painting is dark.
    - L: out bounce the hat, the boots, the pistol; then she tumbles out dizzy with stars circling and falls, out cold; no drop.
    - VL: out bounce the hat, the boots, the pistol; then a puff of smoke with stars puffs out of the painting (she's gone); Faris rolls it up.

## ar.skin-ice · BRAIN FREEZE · LEGENDARY (ice skin)
- **Built on** the castle.
- **Needs:** a FLOOR.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 4 rounds. Fits.
- **Adapts:**
  - Works anywhere. On hot maps (Desert Forts) the frost steams off him in the sun.
  - Kitchen: the brain shatters on the tiles next to an ice cube tray.
  - Deep: in cold water the frost grows as ice crystals in the sea; the frozen brain drops, sinks slowly and shatters on the sand.
- **Text:** "TINK", "tok, tok", "KSSHH" and 'COLD COLD COLD' stay; the caption "THE WORST ONE EVER" → recap.
- **Gore ladder:**
  - the tap cracks the skull, the skull flies off in ice shards, the frozen brain drops out and shatters into pink ice, the headless body topples stiff:
    - H: the dropped lump is dark red ice (not a brain) and shatters into dark red shards.
    - M: no skull opening. The tap shatters the frost cap (the ice helmet grown over his head) off in clear shards; his iced-over eyes; he topples stiff.
    - L: he freezes solid in the clutch-the-temples pose; the tap tips him over like a statue; he lies frozen, out cold, eyes iced.
    - VL: frozen in the pose; the tap bursts him into a puff of snow with stars.

## ar.skin-neon · STROBE · LEGENDARY (neon skin)
- **Built on** the saloon as a neon club: a pink CLUB sign on the wall, a mirror ball.
- **Needs:** a WALL for the sign and her slide.
- **range** mid → pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 14 rounds in short bursts. **v4 fix:** one reload in the black between two flashes, lit only by the strobe: one flash shows Faris with the empty mag dropping, the next with the fresh one in. Then the last bursts.
- **REDUCE FLASHING switch (brief §7):** a crafted version, not a dimmer. The strobe becomes slow pulses of colour (cross-fades no faster than 3 a second, no full black-white toggles). Each pulse still finds her somewhere new with something gone; the darkness between pulses is a deep violet, not black.
- **Adapts:**
  - The sign hangs on the nearest WALL; with no wall, on a free-standing neon post Faris snaps in beside her.
  - Kitchen: the fridge light is the strobe, the door flapping.
  - Deep: the strobe in dark water lights the particles in the sea; each flash finds her drifting somewhere new.
- **Text:** the CLUB sign stays (in-world); the caption "SHE ONLY EXISTED IN THE FLASHES" → recap.
- **Gore ladder:**
  - each flash finds her with a hand, a shin, an arm gone; the last burst cracks her ribs; she slides down the wall:
    - H: the limbs still go; the rib crack is a dark impact only.
    - M: no limbs off. Each flash finds her with an item gone (her hat, her pistol, a shoe, her jacket) and a new dark gash; the last burst is dark gashes; she slides down the wall.
    - L: each flash finds her one item lighter and a little more dazed; the last burst is puffs; she slides down the wall, out cold.
    - VL: sparks; at the last flash she puffs away and the CLUB sign buzzes over the empty wall.

## ar.skin-gold · IDOL · MYTHIC (gold skin)
- **Built on** the saloon: his own cast gold statue, three times life size, on a KING AMJAD pedestal.
- **Needs:** a FLOOR with ≥ 2 m clear around him and headroom of ≥ 3 body heights above him. Under a low CEILING the statue scales to the headroom (never under 2×).
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 10 rounds. Fits.
- **Adapts:**
  - Works on any open floor. The pedestal is part of his cast and carries the victim's real name (diegetic; flagged).
  - Kitchen: the statue on a cake stand.
  - Deep: skipped (molten gold can't pour underwater).
- **Text:** the KING AMJAD pedestal stays (in-world), with the real victim's name; "sss", "GLRRRK", "clank", 'BEHOLD!' and 'NOT THE FACE' stay; the caption "HIS IDOL DID IT" → recap.
- **Gore ladder:**
  - the molten gold pours down onto him and he melts from the top into a puddle of gold and blood, skull and bones surfacing; the crown lands in the puddle:
    - H: no bones surface; the puddle of gold and dark blood keeps his outline.
    - M: the gold pours over him and seals him: he becomes a gold statue clinging to the idol's foot (GOLD, the PREFERRED family). The crown lands on his gilded head (clank).
    - L: the same gilding, his eyes shut tight; the crown lands on his head.
    - VL: the gilded man sparkles into a puff; the crown lands on the empty spot.

---

## A · MID-ROUND SMALL KILLS: BUILT (P2.3, 24 Oct) · 5 × 2.9 s, single victim, no realms, no map-changing casts
Built in `58k_w_ar.js` (keys `ar.mid-<id>`), ledgered under "ASSAULT RIFLE · MID-ROUND", probe 5 / 5 ready, 0 errors, every one played to the end at all 6 gore levels. Each kill part is 2.9 s of film (measured). The real v4 AR in every one (9 a second, 12 a magazine).

The first plan changed before building, because mid sets landing in parallel took four of its ideas: POWER SLIDE (smg.knee-slide), THE DRILL ("he charges on the empty click", already ar.tac-reload's hook, and revolver SPEED LOADER's plan), SHORT CIRCUIT (pistol.mid-live-wire frees the current, beam.mid-spot-weld welds him to his gun), DOWN THE STAIRS (no stairs on the four plates yet; kept for when the 18 arenas land). THE VEST was built and then dropped the same hour: smg.mid-the-vest was ledgered first with the same core.

1. **SPRINKLER** · EPIC · death ARTERY (aorta)
   - Concept: the dead man's trigger. Shot through the chest while spraying his own automatic, his finger locks, and his last twelve rounds ring him in holes: the floor toward Faris (Faris ducks one), then, his back against the wall and his arm flung over his head, up the wall above him.
   - Final image: dead, sitting at the foot of the wall under a column of his own holes, white-hot cooling to ember-ringed scorches; the gun clicking empty in his hand.
   - Needs: FLOOR; his real weapon a firearm; a WALL behind him (none: the stream goes into the sky and he falls on his back).
   - Ladder: the holes, the ring and the clicking gun carry it at every level; M dark aorta jets; L puffs, out cold sitting; VL the puff under the holes.
   - Deep: his rounds slow with bubble trails; the column of holes is on the hull or a rock.
2. **SAY AGAIN** · RARE · death the lungs (organ moment)
   - Concept: down on one knee he radios MAYDAY; one burst through his lungs; his last breath rattles out over the air; the radio asks him to say again.
   - Final image: on his side, the radio in his hand by his face, its red light blinking, a tinny "...say again? over."
   - Needs: FLOOR. Works anywhere.
   - Ladder: XT pink mist across the radio; H a dark mist; M a grey wheeze, no organs; L a white gasp, out cold; VL stars and the puff. The radio's voice is the final beat at every level.
   - Deep: adapts (the breath leaves as a burst of bubbles across the radio).
3. **NEWSPAPER** · COMMON · death told through the paper
   - Concept: disarmed, he hides behind a newspaper like a man on a train; Faris shrugs and empties the magazine through it; the holes bloom red through the newsprint from behind; the last sheet drifts down over his face.
   - Final image: the body on its back with the holed paper over its face like a shroud, red soaking through, the headline NOTHING TO SEE HERE.
   - Needs: FLOOR. Works anywhere.
   - Ladder: the blooms are graded (XT red, M dark, L / VL none: clean holes and flying scraps only); the shroud stays at every level.
   - Deep: adapts (the paper sinks onto his face like a slow leaf).
4. **CHIN STRAP** · EPIC · death HANG / STRANGLE
   - Concept: every round glances off his steel helmet and kicks it a quarter turn round on his head; the chin strap twists tighter with every turn until it strangles him.
   - Final image: face down, the helmet round backwards, the twisted strap sunk into his throat.
   - Needs: FLOOR. Works anywhere.
   - Ladder: XT the strap bites a red line; M purple face, no blood; L he spins dizzy and passes out; VL stars and the puff.
   - Deep: adapts (the helmet turns slower in the water, the strap the same).
5. **CELL** · LEGENDARY · death CORRODE
   - Concept: Faris's burst goes into the glowing power cell of her energy rifle, not into her; it ruptures and its acid eats her to the bone; the forearms drop at the elbows; she dies kneeling.
   - Final image: kneeling, smoking, armless to the elbows, the ruptured gun fizzing on the roof beside her.
   - Needs: FLOOR; her real weapon has a cell or core (laser, beam, bouncer and the other energy guns), otherwise another mid-round kill is picked.
   - Ladder: XT / VH / H the full corrode + the forearms; M five pits, nothing comes off; L / VL her sleeves smoke, she shakes her hands and faints; VL the puff.
   - Deep: adapts (the acid clouds green in the water).

## B · MULTI-VICTIM TRIM
- **Keep:** human-shield (2 victims) and last-stand (trimmed from 4 victims to 3; the platform shooter's NO JAW beat goes, as above).
- The page then has 2 multi-victim films, within 1-2. TAKE THREE is one victim (the same man respawned), so it doesn't count.

## C · UNDERWATER KILLS FOR THE DEEP (≥ 2, new big films)
Written for The Deep's real rules: rounds slow to 7 m/s with bubble trails (drag 2.6/s), explosions become bubble shocks, nothing burns. Elements: kelp forests, coral shelves, the sunken galleon (mast, crow's nest, the bubble column up the mast, the cabin, the cannon deck, the hold and treasure room), the abyss (sea floor, rock arch, bubble vents, jellyfish, the sonar beacon), and the shark, the anglerfish and the turtle.

1. **THE CRAWL** · LEGENDARY · death DROWN / SINK (OPEN)
   - High concept: underwater, the AR's rounds are slow enough to outswim, and he almost does.
   - Hook: Faris fires a full magazine at him from across the canyon. In the water the twelve rounds slow to a crawl with silver bubble trails, a loose wall of lead coming at him. He sees them, laughs, and swims away.
   - Arc:
     - the chase through the kelp: he swims, the rounds follow at their slow steady speed, cutting kelp stalks behind him;
     - he tires; he looks back at the wall of bubble trails gaining;
     - the galleon's hull blocks him; he turns, back to the planks;
     - the rounds arrive one after another, slowly, each one sinking in; every hole lets out his air as a string of bubbles.
   - Final image: him pinned against the hull by the slow rounds, silver strings of his last breath rising from every hole to the bright surface far above, then going still as he sinks.
   - Gore ladder: XT blood threads unspooling from every hole with the bubbles; M dark threads; L only bubbles from his mouth, he goes limp; VL the bubbles burst into a white flurry and he's gone.
   - range far → close. Needs: UNDERWATER (+ the hull; fallback the rock arch or the canyon wall).
2. **KELP** · EPIC · death HANG / STRANGLE (OPEN)
   - High concept: he hides in the forest, and the forest closes on him.
   - Hook: he dives into a kelp forest where no one can see him (the map's real rule: bots can't see into the kelp).
   - Arc:
     - Faris doesn't look for him; he mows the forest: bursts cut the stalks low, and the cut fronds drift loose and fall slowly in the current;
     - every loose frond the current carries wraps him; he thrashes and it wraps tighter; one round more cuts the stalk he's tangled to and the whole mass rolls over on him;
     - wound in kelp to the throat, he strains; the last frond tightens round his neck.
   - Final image: a bundle of kelp in the shape of a man swaying in the current, one hand still out of it, opening and closing, then still.
   - Gore ladder: XT his face purpling, a blood thread from a graze on his temple; M no blood, the face only; L he goes limp in the bundle; VL the bundle puffs into drifting leaves.
   - range mid. Needs: UNDERWATER + kelp (fallback: the kill's own cast kelp is not allowed as map architecture, so on a Deep spot with no kelp in reach this film isn't picked).
3. Spare for a third: **LOADED** · EPIC · death CRUSH / FLATTEN. He hides inside one of the galleon's cannons; Faris shoots the cannon (the map's real reactive cannon fires when hit); it fires him out through the gun port as the cannonball in a bubble shock, across the canyon into the rock wall.

## D · OLD FINISHER REMAKES (`38_fin_kills.js`: ar SUPPRESSED (EXISTING), RIDDLED (EXISTING))
- **SUPPRESSED (EXISTING) → remade as a big film, EPIC.**
  - The old one: the stock to the gut, three silenced bursts, each walking him back a step, the last taking the top of the head.
  - "Each burst walks him back a step" is now owned by ar.own-pit, and "the top of the head" is SKULL (RESTING). So the remake keeps the hook only: the silencer.
  - **New concept: the quietest kill in the library.** Faris screws a suppressor on (s.pullOut, in-story). The film's whole soundtrack is the body: cloth, breath, a drip; the gun only whispers.
    - The stock to the gut drives every bit of air out of him, so he can't scream.
    - Three whispering bursts. He tries to scream and nothing comes; his mouth opens wider and wider in silence.
    - Faris lays one finger on his own lips: shh.
  - Final image: Faris's finger at his lips over the body whose mouth is still open in a scream that never came.
  - Death: lungs collapsed by the bursts (an organ moment), at every level the silent scream carries it.
  - To be re-checked with the ledger owner of any "shh" beat before building.
- **RIDDLED (EXISTING) → not remade.** Its idea is the plain riddled death (BULLET HOLES, RESTING) and its one image, "the body dances on its feet", is owned by ar.dance. It retires with the old finishers (K4.9).

---
## P2.1a AS BUILT (24 Oct, B) · reload beats, death swaps and every gore ladder are in 58k_w_ar.js
- Gore: all 25 films, 7 skins and 5 mids carry their crafted MEDIUM / LOW / VERY LOW versions from this sheet. Small deviations:
  - LIGHTER (M/L/VL): the gear goes in the order the bursts land: a boot, the belt and holster, the other boot, the jacket, the dry pistol, the headband; then the wrist graze and the whole body rises across a low moon. VL: he puffs away crossing it.
  - WHITE FLAG (L/VL): his lines are "MY SHADES", "MY HAIR!", "MY PICK" (speech stays, per 14:25).
  - BARREL ROLL (VL): the barrel's fireball stays at every level (it is the map's destruction, not gore); she runs at him in a smoke trail with no flames on her.
  - STROBE (M/L): the four items are her hat, a shoe, her pistol and her jacket (the jacket teal on her orange).
  - BULLET TIME (L/VL): the fast-forward jerk is nine jerky frames, about 60 px back across the floor.
  - THERMAL (L): the sight's readout says PULSE 38 · OUT (not NO PULSE): he is out cold.
- Shared: RIF.gear (what a fighter carries, drawn over the body, torn off piece by piece) is in the RIF toolkit, used by LIGHTER, STROBE and smg.the-autograph.
- Fixes found on the way: no wounds at LOW / VERY LOW from RIF.hit or direct pushes; bone chunks only at VERY HIGH and up; the faces 'dead' and 'happy' (not in K40) became 'xx' and 'grin'; BRANDED's hole no longer appears before its shot.
