# HAND CANNON PLAN (`58k_handcannon.html` + `58k_w_handcannon_*.js`, builder K = TF-KILLS) · 25 new + 7 skins + 10 mid-round
Written 24 Oct against the current brief (rulings to 17:30), plus:
- the user's 19:40 change: mid-round counts follow the film ratio, 10 for a 25-film weapon;
- the coordinator's note: HAND CANNON and GOLDEN are 25-film weapons.

The sheet was first drafted at 15 films and is extended here to 25 (kills 16-25) and to 10 mid-round kills (m6-m10).

Page order: pistol → revolver → **handcannon** → smg → golden → ar (K58.ORDER). A keeps the shell and hub; K builds this page and then GOLDEN.

**Fixed rule (brief §0):** every adaptation (another map, a lower gore level, a mirrored side, The Deep) is crafted to the same length, detail and craft as the EXTREME original. A lower level gets its own crafted beat, never an alpha cut. Quality only goes up.

## Legend
- **Range** = the gap between Faris and the victim at the killing hit, in fighter heights (brief §3; 1 FH = `Fighter.H` 0.74 game u = 65.5 page u on the export plates):
  - pointBlank ≤ 0.8 FH;
  - close 0.8-2.2 FH;
  - mid 2.2-5.5 FH;
  - far > 5.5 FH.
- **Gore lines:** XT is the build. Each kill lists its own crafted line per gore beat for H / M / L / VL. VH = all anatomy at ~80% blood, stains fade, no lens splatter; it is listed only when it changes more than that.
  - Common to every kill, never repeated below: MEDIUM pools fade fast; at LOW / VERY LOW the realm and atmosphere layers keep full strength; every VERY LOW body ends in the shell's puff fade (dust, sparks, stars) unless the kill keeps it (`b.keep58`).
- **Deep** = The Deep. **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers, the gold plate and the golf / club / plaque lettering never mirror.
- **Element kinds** are the names in `58k_ELEMENTS.md`, read with `s.el` from the export (`58k_maps.js`). Every kill is written in export coordinates (`coords: 'export'`): floor from `s.arena.floor` / `s.floorAt(x)`, never a literal. With no element of a needed kind on the playing map: the kill's own hand-cast prop where the story allows, otherwise skip (OWED card).
- **Material** (from the export, drop 2): turf / stone / wood / metal / concrete / tile / sand / snow / glass / water-edge. Wherever a kill touches a surface, each material gets its own crafted look and sound.

## The real move (read from the game, 24 Oct)
From `Weapons/WeaponDefs.cs` id `handcannon`, `WeaponSystem.cs` (`Recoil`, `ShotFx`), `Projectiles.cs`, `ReloadSigDrills1.cs` (TOP-BREAK), `WeaponLooks.cs` / `WeaponFx.cs` (FCannon / RCannon), `MapAbyssWeapons.cs`, `GunFair.cs`:
- **Three rounds in the gun, six per pickup** (mag 3, ammo 6). Rate 2.2 / s (0.45 s between shots), 55 damage a round, range 8 u = 10.8 FH (fall-off beyond it), slug speed 21 u/s = 28 FH/s, spread 0.02, a fat slug (size 0.05).
- **Knockback 8:** the biggest shove of any pistol. A hit throws a man several metres, flat and fast.
- **The kick: recoil 4.2, `heavy`.** Every shot shoves Faris back along the aim (`Recoil`: 0.75 × 4.2 sideways, and a real launch upward when he aims down), puts him in a short knockback state (0.18 s), leans his body back and snaps the gun high (aimKick 0.4: each shot climbs unless he brings it down). The game's own description: "Massive kick. Launches you backwards."
- **The TOP-BREAK reload (1.15 s):**
  1. the gun tips;
  2. the barrel breaks open on its hinge;
  3. three fat smoking cases kick out in a spray of smoke;
  4. a three-round moon clip goes in;
  5. it snaps shut with a star and puffs.

  **One pickup per film (15:45 ruling):** at most 6 rounds, and at most one crafted top-break beat.
- **Look:**
  - the muzzle: a big cone flash with side spikes from the red muzzle brake, smoke and sparks;
  - the slug: a fat slug with a shimmering heat wake;
  - the impact: a star, a ring, sparks, and dust on a wall.
- **Disarm (real):** a charged punch or kick knocks a held gun out of a hand (`GunFair.KnockOut`).
- **Water:**
  - In The Deep the slug drags (2.6 / s) down to 7 u/s with a bubble trail. Knockback still shoves, but the water stops the body fast. Faris's recoil pushes him back through the water, since there is no floor to brace on.
  - In ordinary pools the slug behaves like any bullet.
- **Camera language for this page:**
  - THE KICK: every shot throws the frame and Faris's arms high;
  - the long flat flight of a thrown body;
  - the heat-wake shimmer as a line through the air;
  - the top-break in macro (three fat cases tumbling through smoke);
  - the red brake's side flames.

## Deaths: the blast trap
EXPLODE / GIBS and CRUSH are RESTING, and "blown off his feet into a wall" is already owned (laser.wallpaper, pump.walled-in, fists.freight-train). So the knockback is never the death by itself. It is the vehicle: it carries each man to a death of its own.

Families used, one each where possible (all OPEN / PREFERRED unless marked):
- STUFFING (straw);
- LIQUEFY (jelly);
- MELT (a cooked seam);
- CRYSTALS (a ring erupting from the wound);
- PETRIFY (wood, the page's one petrify);
- DECAY;
- DROWN;
- GLITCH;
- TENDONS (LIMBO's hamstrings only);
- EYE (STARING CONTEST only: the eyes are its concept);
- BURIED + FROSTBITE (snow);
- HANG (SWALLOWED only: the choke on the reload's case IS the concept; no rope, the case whistles in his throat);
- IMPLODE (BULLET CATCH: pulled into the caught slug between his own teeth);
- WAX (BRAKE: the grin slides off his face in wax drips, not a candle burn);
- no body family, crafted from the round itself: NEWTON'S CRADLE's middle man (the shock through him), NIGHT VISION (the strobe frame), STRAPPED (contact-wound craters branded with the knuckles and the tape);
- FROSTBITE (paradoxical undressing);
- GOLD (a voice turned to gold);
- concept exemptions, each looking unlike every earlier use:
  - HOLE IN ONE's golf-cup hole (OPEN CHEST, the remake's own idea);
  - LEFT BEHIND's insides hanging in the air.

**KIT-BODY review (24 Oct 20:09), applied:** EYE kept only on STARING CONTEST (NEWTON'S CRADLE, NIGHT VISION and BRAKE swapped; that also ends the NIGHT VISION / BRAKE clash); TENDONS kept on LIMBO, STRAPPED swapped; HANG kept on SWALLOWED (the concept), BULLET CATCH swapped to IMPLODE (into the caught slug; coordinator: no top-hat vanish, no dove).

**Ledger + sheets check (24 Oct, K):** every concept below was checked against all 377 ledger lines, `58k_TRAPS.md`, `58k_DEATHS.md`, `58k_REALMS.md` and every other builder's `_tools/conv/*.md` plan. Dropped on the way because another line or sheet owns them:
- AMATEUR / too much gun (sawed-off: the victim takes the gun and its kick throws him);
- KELP strangle (ar);
- commotio cordis / a vest that stops the round (timewatch FLATLINE + cluster);
- a diving-bell air pocket (pan);
- a rocking chair on the porch (sawed-off GET OFF MY LAWN);
- a man-shaped hole in a pane (fists FREIGHT TRAIN);
- draped over a rail like laundry (a sheet already holds it);
- a bucket jammed on the head (cluster SIT ON IT);
- a crushed-ball body (rpg THE VACUUM);
- a tunnel as a cannon barrel (rpg CANNON MOUTH);
- the wreck's cannon (cluster, glue);
- recoil-jumping onto a camper (sawed-off ROCKET JUMP);
- equal-and-opposite furrows (sawedoff.kickback);
- the shark, angler, jellyfish, turtle, vents, kelp and keel (other pages' Deep films).

## Summary
| # | kill | rarity | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| 1 | THE TROPHY ROOM | M realm | FLOOR (+ any WALL for the crossing, else he is thrown into the frame) | mid | none | yes | 1 | adapts (realm) |
| 2 | NEWTON'S CRADLE | M multi | FLOOR run ≥ 6 FH (the line + the far man's flight); a far WALL \| BOUNCY \| DROP | close | fall (where the far man meets a DROP) | no | 3 | adapts |
| 3 | AVALANCHE | L | FLOOR + open sky over the victim (no CEILING); a WALL \| PILLAR \| CEILING \| PLATFORM overhang within 3 FH of Faris for shelter | mid | none | no | 1 | skip |
| 4 | HOT LEAD | L | FLOOR (any material) | close | none | no | 1 | adapts |
| 5 | FIGUREHEAD | L Deep | UNDERWATER + the wreck's bow | mid | none | yes | 1 | **Deep only** |
| 6 | NEXT WEEK | E | FLOOR + open sky; a landing FLOOR / PLATFORM 4-10 FH away | mid | none | yes | 1 | adapts |
| 7 | 10,000 FPS | E | FLOOR | close | none | yes | 1 | adapts |
| 8 | BURIAL AT SEA | E Deep | UNDERWATER (the wreck's torn sails, the sea floor) | close | none | yes | 1 | **Deep only** |
| 9 | LEFT BEHIND | E | FLOOR run ≥ 5 FH behind the victim | close | none | no | 1 | adapts |
| 10 | HOLE IN ONE | R remake | FLOOR | mid | none | no | 1 | adapts |
| 11 | BULLET CATCH | R | FLOOR run 3-9 FH behind the victim | mid | none | no | 1 | skip |
| 12 | LIMBO | R | FLOOR run ≥ 3 FH | close-mid | none | no | 1 | skip |
| 13 | INERTIA | R | FLOOR run ≥ 4 FH (his charge) | close | none | no | 1 | adapts |
| 14 | NO-CLIP | C | a WALL \| PILLAR face within 6 FH behind the victim | close | none | yes | 1 | adapts (hull / rock) |
| 15 | GETAWAY | C | FLOOR run ≥ 6 FH ahead of the fleeing victim | mid | none | yes | 1 | adapts |
| 16 | TOTALITY | M atmosphere | FLOOR + open sky | mid | none | no | 1 | adapts |
| 17 | SOFT LANDING | L | a DROP ≥ 6 FH (ledge / roof / tower / mast / void) with a floor below, or the void | close | fall | yes (both fall) | 1 | skip |
| 18 | BEDSIDE MANNER | E | FLOOR | close | none | no | 1 | adapts |
| 19 | SLASHER | E | FLOOR run ≥ 4 FH | close-mid | none | no | 1 | adapts |
| 20 | THE PROVING GROUND | M realm | FLOOR | mid | none | yes | 1 | adapts |
| 21 | CRIME SCENE | E | FLOOR (+ a WALL to take the slug, else the floor does) | mid | none | yes | 1 | adapts |
| 22 | MADE TO MEASURE | R | FLOOR run ≥ 3 FH | close | none | no | 1 | adapts |
| 23 | SMALL COVER | R | a small DECOR \| LIGHT \| BREAKABLE_LIGHT element (plant, lamp, sign, pot, tube, crate) within 4 FH of the victim | mid | none | no | 1 | adapts (coral / a lantern) |
| 24 | ON THE HOUSE | C | FLOOR run ≥ 4 FH | close | none | no | 1 | adapts |
| 25 | EARMUFFS | C | FLOOR | mid | none | no | 1 | adapts |
| S1 | skin-classic BLOWN AWAY | C | FLOOR | close | none | no | 1 | adapts |
| S2 | skin-taped STRAPPED | R | FLOOR | pointBlank | none | no | 1 | adapts |
| S3 | skin-camo NIGHT VISION | E | FLOOR | mid | none | no | 1 | adapts |
| S4 | skin-cartoon AROUND THE WORLD | E | FLOOR | mid | none | no | 1 | adapts |
| S5 | skin-ice PARADOX | L | FLOOR + any cover to crawl under (a PLATFORM edge, CONTAINER, BIG_PROP, ladder foot, stairs) | close | none | no | 1 | skip |
| S6 | skin-neon THE LIST | L | FLOOR run ≥ 5 FH (the club is Faris's cast) | close | none | no | 1 | adapts |
| S7 | skin-gold SILENCE IS GOLDEN | M realm | FLOOR | mid | none | yes | 1 | adapts (realm) |
| m1 | mid-brake (BRAKE) | R | FLOOR | pointBlank | none | no | 1 | adapts |
| m2 | mid-swallowed (SWALLOWED) | C | FLOOR | close | none | no | 1 | adapts |
| m3 | mid-challenge-accepted (CHALLENGE ACCEPTED) | R | FLOOR | close | none | no | 1 | adapts |
| m4 | mid-take-a-seat (TAKE A SEAT) | C | FLOOR + something to land sitting on (CONTAINER, crate, BIG_PROP, STAIRS, a PLATFORM edge at seat height) | close | none | no | 1 | adapts (a coral ledge) |
| m5 | mid-safetys-on (SAFETY'S ON) | E | FLOOR | close | none | no | 1 | adapts |
| m6 | mid-plaster (PLASTER) | C | FLOOR | close | none | no | 1 | adapts |
| m7 | mid-flinch (FLINCH) | R | FLOOR | mid | none | no | 1 | adapts |
| m8 | mid-burp (BURP) | C | FLOOR | close | none | no | 1 | adapts |
| m9 | mid-vanity (VANITY) | R | FLOOR | close | none | no | 1 | adapts |
| m10 | mid-staring-contest (STARING CONTEST) | E | FLOOR | close | none | no | 1 | adapts |

**Rarity (films):** C 4 · R 6 · E 7 · L 5 · M 3, the brief's 25-kill spread 4·6·7·5·3. The skins are at their locked tiers.

**Works anywhere (FLOOR only):**
- films: THE TROPHY ROOM, HOT LEAD, 10,000 FPS, HOLE IN ONE, INERTIA, TOTALITY, BEDSIDE MANNER, SLASHER, CRIME SCENE, MADE TO MEASURE, ON THE HOUSE, EARMUFFS;
- every skin except PARADOX;
- every mid-round except TAKE A SEAT.

NEWTON'S CRADLE, LEFT BEHIND and GETAWAY only need a floor run. Feature-poor maps (Backyard, The Cage) never run thin.

**Spectacle targets (brief §1, 25-kill page), counted:**
- realms 2 + 1 skin realm: THE TROPHY ROOM (film); SILENCE IS GOLDEN (gold skin); the 2-3 band is met counting the skin.
- victim roles 7 films + 2 skins, about 3 in 10:
  - films: the golfer, the magician, the limbo dancer, the doctor, the slasher, the undertaker, the waiter;
  - skins: the commando, the bouncer.
- cast set pieces 9 (≤ 10):
  - Faris: the gold desk cradle; the club (THE LIST);
  - the victims: the golf tee and driver, the magician's plate, the coffin, the tray, the stethoscope, the armchair (BLOWN AWAY), the ear defenders.
- atmosphere 6: AVALANCHE snowfall; NEXT WEEK's seven days; TOTALITY's eclipse; FIGUREHEAD's god rays; BURIAL AT SEA's storm on the surface; THE PROVING GROUND's swinging sodium lamp.
- rewind / replay 2: 10,000 FPS (a high-speed replay); CRIME SCENE (a forensic string-line replay).
- death materials: straw, jelly, a melt seam, wood, decay, glitch, snow, gold, crystal.
- organ moments 4:
  - HOT LEAD: the glowing slug through lung, heart and gut;
  - LEFT BEHIND: the insides hang in the air;
  - NEWTON'S CRADLE: the shock ring through the middle man's ribs;
  - BEDSIDE MANNER: the heart heard stopping through a stethoscope, and seen.
- breakable element as the star 2:
  - NEWTON'S CRADLE: the far man through the nearest BREAKABLE_LIGHT run on his way;
  - SMALL COVER: the plant / lamp / sign / pot he hides behind.
- multi-victim 1: NEWTON'S CRADLE.
- underwater 2: FIGUREHEAD, BURIAL AT SEA. Death realms 3: THE TROPHY ROOM, THE PROVING GROUND, SILENCE IS GOLDEN (skin).
- hazard-tagged 2: NEWTON'S CRADLE and SOFT LANDING (fall).
- soul-leaving final images 1 (≤ 3): SLASHER.

**Old finisher remakes (`38_fin_kills.js`):**
- **HOLE IN ONE**: remade. The idea is kept (a hole clean through the chest, he looks through it, drops) and the hole becomes a golf cup.
- **CANNONBALL** is not remade, because every new death it could take is owned:
  - a body thrown point blank into a wall that bursts and slides is laser.wallpaper / pump.walled-in / fists.freight-train;
  - the "rolled into a ball" re-craft clashes with rpg THE VACUUM's ball.

---

# A · THE 15 NEW KILLS

## 1 · handcannon.trophy-room · THE TROPHY ROOM · MYTHIC · death realm
- **High concept:** the hand cannon is an elephant gun, and every elephant gun ends up in a trophy room. In this one every head on the wall is a person, and there is an empty plaque waiting.
- **Hook:** the mounted heads are alive: they breathe, swallow, weep, their mouths working without a sound (never eye-follow: that is THE GALLERY's).
- **Arc:**
  1. **The killing hit** (the lead-in): one round at mid range. Kb 8 throws him back into the nearest WALL; on a map without one he is thrown into the frame edge. `s.deathCrack`.
  2. **The crossing (new):** from the impact, thin brass-edged panel seams run across the frame like cracks racing across ice. Through each crack the dark lodge shows, antlers hanging inside it as objects on the far walls; the seams widen and the panels between them swing open over the arena like the doors of a cabinet until the lodge fills the frame and he slides down its wall into the hunting lodge at night. The real world never drops away. (Not wood covering the frame, not branching antlers as the crack itself.)
  3. **The realm:**
     - Its look: a fire in a stone hearth throws long light; rows of mounted human heads on shields climb the walls into the dark; hides of skin lie on the floor; antler chandeliers hang overhead. A taxidermist's bench sits under a green lamp: straw, wire, a jar of glass eyes, needles, screws and a brass plate waiting.
     - The taxidermist works with his back to us. He never turns; his humming is the bed.
     - The heads are strangers, the lodge's catches, never Faris's dead (TRAPS: recurring). They are alive: chests that aren't there still heave (the shields creak with each breath), throats swallow, tears run down the fur-lined mounts, mouths work at words without a sound. Their eyes stay fixed ahead (no eye-follow).
  4. **The hunt:** he runs the length of the lodge. The doors are painted on.
     - Faris walks in through the panelling and fires round 2 into the knee. Kb 8 drives him across the floor-skin into the bench, where the jar of glass eyes spills and rolls.
     - Round 3 goes into the chest as he claws up the bench.
     - The top-break reload in the firelight: three fat cases spin through the hearth-light; the moon clip goes in.
  5. **The taxidermy:** the taxidermist's hands only enter frame (long, grey, gloved).
     - A seam opens down his front.
     - Straw pours out where his insides were; it is the STUFFING beat, the straw rustling out as he tries to hold himself shut.
     - Wire goes into his arms.
     - His eyes are swapped for glass ones while the real ones watch from the jar.
  6. **The mounting:** the head is mounted on the empty shield and the taxidermist screws the brass plate under it. It is engraved as a catch record, never his name: a Latin species name, the date and the shot, HOMO TEMERARIUS · 24 · X · ONE ROUND (no name on it: smg.name-on-the-stone owns the name cut in). His mouth starts working without a sound, like the others.
  7. **The return (new):** the taxidermist's needle sews the seam down his body shut, thread pulled through stitch by stitch, straw poking out between the stitches; with every stitch drawn tight the lodge pulls in round him like cloth gathered on the thread, and on the last knot the real arena is there with the seam sewn on his body (always on him, never a line in the air). On the real WALL above where he lies the brass plate is already screwed in; the last screw turns by itself, once. (With no WALL the plate is screwed into the floor beside him.) Faris's round 4 is never needed: 3 rounds of the 6.
- **Final image:** the real arena. A seamed, straw-stuffed body lies under the impact with glass eyes in its face and straw spilling from the seam, the brass catch record screwed to the wall above him (HOMO TEMERARIUS · ONE ROUND), its last screw just stopped turning, and one wisp of hearth smoke curling out of the seam.
- **Needs** FLOOR (a WALL for the crossing; with none he is thrown into the frame edge, which panels instead) · **range** mid · **hazard** none · **air** yes (an airborne victim is thrown flat onto the wall) · **victims** 1.
- **Deep** adapts:
  - the crossing panels over the wreck's hull;
  - the lodge is unchanged (a realm);
  - on the return the plate is screwed to the hull above him, and the straw floats up from the seamed body in a slow cloud.
- **Realm registry:** NEW look (a hunting lodge, a taxidermist, live mounted human heads that breathe, swallow and weep); NEW crossing (thin brass-edged panel seams racing across the frame like cracks across ice, the lodge with its hung antlers seen through them); NEW return (the lodge drawn shut into the stitched seam down his body; the plate already screwed to the real wall, the last screw turning).
  - Checked against the taken list: no portraits and no eye-follow (THE GALLERY), no name engraved (smg.name-on-the-stone), no prop dropping out of the air into the real arena (THE MINT), no wood covering the frame (the auction, the foundation), no antler thicket (thammer), no meat hooks, no dead audience, no gold.
  - KIT-WORLD review 24 Oct applied (points 1-4), and the follow-up: the crossing opens like a cabinet (the real world never drops away: NOWHERE, THE LAST RING, THE AUCTION own falling away); the return is a seam sewn on his body (THE OLD CUTS owns a slit in the air).
- **Gore ladder:**
  - knee / chest rounds:
    - H 60% blood;
    - M dark wounds;
    - L dust puffs + stumble stars;
    - VL sparks + dust.
  - the seam and the straw:
    - XT: a red-lipped seam, wet straw;
    - H: dark seam, straw;
    - M: no opening, the straw pours from the cuffs and collar (the seam is a stitched line only);
    - L: straw only from the collar, a sigh;
    - VL: straw dust and a puff, kept (he IS the trophy).
  - the eye swap:
    - XT: the eyes taken out and placed in the jar, watching;
    - H: the eyes rolled into the jar off-frame and seen in it;
    - M: glass eyes laid over shut lids;
    - L / VL: the lids close and two glass beads are pressed on.
  - the mount: all levels (it is the concept).
  - the real-arena body:
    - XT straw with red;
    - M straw;
    - L straw tuft;
    - VL a straw-dust puff, the plaque stays.
- **Sound:**
  - the crack;
  - wood panels knocking into place like slats;
  - the fire's crackle bed and the taxidermist's hum (a three-note tune that never finishes);
  - straw rustle;
  - a brass engraving scratch;
  - the seam drawn shut (a long thread pull) and one screwdriver turn on the real wall;
  - two rounds plus the top-break (fat-case tinkle).
- **Kits:**
  - s.deathCrack (tilt toward the impact);
  - own crossing (a panelling spread painted from the impact point, plaques and antlers as seeded parts);
  - s.realm with own parts (the lodge interior, the breathing / swallowing / weeping heads, the taxidermist's arms);
  - `s.stuffing(b, t, {kind: 'straw', at: 'chest'})` + own seam;
  - own glass-eye jar;
  - own brass catch-record plate (engraved in-world) + own seam-closing return;
  - the K40 reload pose re-timed to the top-break.

## 2 · handcannon.newtons-cradle · NEWTON'S CRADLE · MYTHIC · multi-victim (3)
- **High concept:** three men in a tight line are a Newton's cradle. Hit the first and he doesn't move, the middle doesn't move, and the last one flies.
- **Hook:** the physics lesson. CLICK... CLACK.
- **Arc:**
  1. Three men rush Faris in a tight file to hide behind the front man (the lead-in: they come at him packed, the back two crouched behind).
  2. Faris casts nothing: he simply plants the muzzle on the front man's breastbone.
  3. **Round 1.** The front man stops dead, standing: the slug stays in him and passes all its momentum on. A shock ring ripples through the middle man, who doesn't move an inch; his insides take it: a ring of light runs through his ribs from front to back, and he stays exactly where he is. The back man is launched off the end of the line at the full kb 8, out across the arena, through any BREAKABLE_LIGHT run in his way: crates in splinters, a pane, a sign, a lamp.
  4. **The far man** meets the far end:
     - a WALL / BOUNCY: he rebounds and comes flying back into the line. **CLACK.** The shock goes back through the middle man, who sags now like a sack, and out of the front man, who is launched off the near end straight at Faris.
     - a DROP: he goes over it (hazard: fall) and the line stays still; the cradle beat is played by the dead middle man folding onto the front one.
  5. Faris sidesteps half a pace and the front man sails past him into the far floor behind. Faris never shoots twice: 1 round of the 6.
  6. **The punchline:** Faris casts a tiny gold Newton's cradle on his palm (castInk 'snap', small, a single quick line). He lifts one ball and lets it drop: CLICK... CLACK. Behind him, at the far end of the arena, the far man's arm twitches once in time.
- **Final image:** a still wide. The middle man is folded in the centre of the floor, the front man face-down behind Faris, the far man at the far end. In the foreground Faris's hand holds the little gold cradle, its end balls swinging.
- **Deaths (one family each):**
  - the front man: one fat slug that stopped in him; he stays standing a beat with its base showing in his sternum, then falls face-down;
  - the middle man: the shock itself (no body family): the ring through his ribs twice (out and back), thin lines of blood from his ears and nose at XT, standing perfectly still until the CLACK returns, then sagging like a sack;
  - the far man: the far end's own death, crafted per kind. On a WALL he rebounds alive and is killed by the CLACK coming back through his body: he crumples where he lands. On a DROP, the fall.
- **Needs** FLOOR run ≥ 6 FH (the file + the flight); a far WALL \| BOUNCY \| DROP · **range** close · **hazard** fall (on a DROP) · **air** no · **victims** 3 (the page's one multi-victim film; with 2 the middle man is cut and the shock passes through the front man alone).
- **Adapts by far end:**
  - WALL, per material:
    - stone: he lands in a shower of grit;
    - wood: a board springs;
    - metal: a gong-like boom;
    - chain-link (The Cage): the mesh catapults him back harder, and the CLACK is louder.
  - BOUNCY (pads, bumpers, flippers): the cleanest rebound.
  - Kitchen: a giant cereal box as the WALL.
  - Retro Desktop: the taskbar edge.
- **Deep:** the far man drifts out slowly and comes back slowly; the CLACK is muffled; the threads of blood from the middle man's ears drift up.
- **Gore ladder:**
  - the slug in the front man:
    - H the base without the wet rim;
    - M a dark dent;
    - L a puff, he sits;
    - VL dust.
  - the middle man's shock:
    - XT the ring of light through the ribs, thin lines of blood from his ears and nose, a blood bubble at the lips on the CLACK;
    - H the ring and the lines, no bubble;
    - M the ring, a dark trickle from one ear, his knees go;
    - L he wobbles like a struck bell (BONNNG rings round him), then sits;
    - VL stars and his hat flies off.
  - the far man's crumple:
    - XT a red bloom on landing;
    - M dark;
    - L a dust bloom;
    - VL a dust ring.
  - The breakables break at every level (destruction is not gore).
- **Sound:**
  - the boom;
  - a deep chime of the shock through two bodies (a bell under the boom);
  - the far man's flight whoosh;
  - CLACK (a desk-toy click scaled huge);
  - the tiny cradle's real click-clack, dry, over silence.
- **Kits:**
  - own momentum-transfer rig (the shock ring drawn through the middle body as a moving ripple + bone flash);
  - own ear / nose blood threads (gore-gated), own struck-bell wobble rings for LOW;
  - KIT-WORLD s.el WALL / BOUNCY / DROP + destruct take() for every BREAKABLE_LIGHT in the far man's path;
  - castInk 'snap' (tiny, one straight line) for the desk cradle;
  - own cradle prop (verlet balls on strings).

## 3 · handcannon.avalanche · AVALANCHE · LEGENDARY · atmosphere
- **High concept:** the loudest gun in the game, fired once into a quiet snowfall in the mountains, brings the mountain down.
- **Hook:** Faris doesn't shoot him. He looks at the mountain.
- **Arc:**
  1. **The killing hit** (the lead-in): round 1 in the thigh knocks him down in fresh snow (the kill opens with snow falling over whatever arena it is, the backdrop's peaks white).
  2. He crawls, laughs at Faris's next aim, then sees the gun go up.
  3. **Round 2, straight up.**
     - The BOOM rolls out across the peaks in a visible ring of shaken snow.
     - A long silence. The snowflakes stop in mid-air.
     - A crack runs across the highest slope.
  4. **The slide comes:** a white wall pouring down the backdrop into the arena.
     - Faris steps calmly into the shelter of the nearest WALL / PILLAR / overhang.
     - The victim runs on one leg, falls, gets up.
  5. **The wall of snow takes him:**
     - the camera goes inside the white;
     - silence;
     - only his breath and heartbeat;
     - he is upside down in the snow, digging the wrong way.
  6. **After:** a smooth new white slope over the arena floor.
     - A small hole melted by his breath steams.
     - Faris walks over, crouches, and watches the breath hole frost over from the rim inward: the rim grows feathers of frost, the hole shrinks to a pinprick, and the steam stops.
- **Final image:** a perfect untouched snowfield, Faris crouched by a frosted pinhole, his hand cannon smoking cold vapour in the snow-light. 2 rounds of the 6.
- **Death:** BURIED (DROWN / SINK / BURIED family, OPEN) + FROSTBITE at the breath hole (PREFERRED).
- **Needs** FLOOR + open sky over the victim (no CEILING), a shelter element within 3 FH of Faris (WALL \| PILLAR \| CEILING \| PLATFORM overhang) · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep** skip.
- **Adapts:**
  - indoor maps with sky above part of the floor (Atrium skylights, Sunken Lab's open well): the slide pours through the opening;
  - maps with no sky over the spot: skip;
  - Kitchen: the snow is a giant sack of flour tipping off the counter's top shelf, crafted as its own flour avalanche (the boom shakes it loose, the cloud and the smooth white drift, the breath hole in flour). This is a material variant, not a cast.
- **Gore ladder:**
  - the thigh round:
    - H 60%;
    - M a dark wound;
    - L a stumble;
    - VL a puff.
  - inside the snow: XT a red bloom spreading in the white where he struggles; H pink; M none; L none.
  - the breath hole:
    - XT the steam pinked with blood, then clear;
    - M clear steam;
    - L / VL the hole frosts the same way.
  - VL keeps the body unseen (no fade needed); the frosted pinhole is the last image at every level.
- **Sound:**
  - the boom's long echo down the valley (three returns);
  - total silence (s.hush, lifted at the end);
  - the slope's crack;
  - the roar;
  - inside: his breath, his heartbeat slowing;
  - the frost ticking.
- **Kits:**
  - own snowfall field + backdrop snowcap overlay on the export plate (seeded);
  - own avalanche (a front of particle snow + a white overlay that settles into a smooth drift following `s.floorAt`);
  - s.frostbite style 'ice' on the breath-hole rim (own variant, not on the body);
  - s.hush (always lifted).

## 4 · handcannon.hot-lead · HOT LEAD · LEGENDARY
(The 19:55 fix: the bore through the floor is gone, because fists.acid-reflux owns eating down through the floor. The white-hot slug and the organ moment stay.)
- **High concept:** the fat slug doesn't stop when it hits him. It stays white-hot and sinks straight down through his body like a hot coin through butter, and drops out of his heel.
- **Hook:** the glow of a slug moving inside a man, seen through his skin.
- **Arc:**
  1. **One round, close,** into the collarbone; it stops inside. He laughs: it didn't come out.
  2. **Then he feels it:** a white-hot point glowing through his shirt, sinking:
     - through a lung (a hiss, steam from his mouth);
     - past the heart (it seizes and flutters, lit from below);
     - through the gut (a boil);
     - down the thigh (the trouser smokes in a line).
  3. **It drops out of his heel** onto the floor and lies there, a dull glowing ball that ticks as it cools, scorching a small ring in the material it sits on (wood chars, stone glows, turf steams, tile pops). It does not bore through.
  4. **He laughs again,** picks it up and juggles it hand to hand: too hot, ow, ow.
  5. **The cooked path inside him catches up.** He folds down along it, the leg giving along the cooked thigh.
- **Final image:** the slumped body beside the cooling slug, and inside him, seen through the shirt like a lava tube, the seam of orange glow from collarbone to heel cooling to black, a last wisp of steam leaving his lips. 1 round of the 6.
- **Death:** MELT (OPEN): a cooked channel from collarbone to heel. Organ moment: the lung, the heart and the gut, each lit and hissing as it passes. No hole through him or the floor.
- **Needs** FLOOR (any) · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. Steam-bubble chains instead of smoke; the slug drops out of his heel and settles hissing in the silt with a rising bubble chain; he can't juggle it under water, so it drifts down out of his fingers.
- **Gore ladder:**
  - the glow through the body: all levels (it is light, not gore).
  - the organ beats:
    - XT the lung hisses blood-steam, the heart's flutter shows through the chest wall, the gut boils;
    - H steam without blood;
    - M the glow only, he gasps and clutches;
    - L / VL the glow with cartoon steam puffs from his ears.
  - the heel drop:
    - XT a drop of molten lead and blood;
    - M lead only;
    - L / VL lead.
  - the fold and the cooling seam:
    - XT the cooked thigh splits along the seam;
    - H darkened;
    - M a scorched line on the clothes;
    - L / VL he sits and keels over, and the seam cools at every level.
- **Sound:**
  - the boom;
  - a sizzle that follows the slug down the body (a pitch dropping as it sinks);
  - the heart's flutter (two missed beats);
  - the slug's ticking as it cools;
  - his ow-ow juggling;
  - a soft collapse.
- **Kits:**
  - own inner-glow path along the rig (a joint-following hot point with heat haze);
  - own cooling seam;
  - KIT-BODY organs (lungs 'collapse', heartBeat flutter) seen through a cut-away glow, not x-ray (X-RAY is RESTING);
  - own slug prop (hot, cooling, a scorch ring on the material).

## 5 · handcannon.figurehead · FIGUREHEAD · LEGENDARY · underwater (The Deep only)
- **High concept:** the sunken galleon lost its figurehead long ago, and the knockback gives it a new one.
- **Hook:** god rays through the water; the wreck's empty bow; a man carved alive.
- **Arc:**
  1. **The killing hit:** mid range in the water, round 1. The slug crawls through the water on its bubble trail (the real 7 u/s). Kb 8 shoves him slowly backward, drifting, arms out, toward the wreck's bow.
  2. **He meets the bow** with his back and spreads against it, arms flung back along the rails like a figurehead's.
  3. **The wood takes him** from the back:
     - grain runs over his skin like ink in water;
     - his clothes become carved folds;
     - his hair becomes carved curls;
     - barnacles bloom on his shoulders;
     - weed hangs from his fingers.
  4. **His last moving thing** is his eyes, until the wood carves them open forever.
  5. Faris swims up and taps the carved cheek with the muzzle: a hollow wooden knock. A shoal of small fish settles into the hollow of his open mouth.
- **Final image:** a long low angle up at the wreck's bow, the new figurehead spread across it with mouth open and arms back, god rays falling past it, Faris small below, swimming away.
- **Death:** PETRIFY as wood (the page's one petrify, films and mids together; a carving, not stone).
- **Needs** UNDERWATER (The Deep's wreck bow) · **range** mid · **hazard** none · **air** yes (swimming) · **victims** 1 · **Deep only**; elsewhere not picked.
- **Gore ladder:**
  - the round:
    - XT a red thread unspooling in the water from the wound;
    - H thinner;
    - M a dark cloud;
    - L a puff of silt;
    - VL bubbles.
  - the carving creeping over the wound:
    - XT the wound carved as a red-stained knot in the grain;
    - M a dark knot;
    - L / VL a plain knot.
  - The figurehead is the final image at every level (VL keeps it).
- **Sound:**
  - the underwater boom (low, rounded);
  - the slug's bubble hiss;
  - the long drift;
  - wood creaking as it grows (a ship's timbers groaning);
  - the muzzle's hollow knock;
  - whale-like hull moans in the bed.
- **Kits:**
  - s.petrify with own wood material (grain texture riding the rig, barnacle sprites, carved-fold shading), from 'back', end 'stay';
  - own god-ray layer;
  - own fish shoal.

## 6 · handcannon.next-week · NEXT WEEK · EPIC · atmosphere
- **High concept:** "I'll knock you into next week." He is: he flies through seven days and lands a week dead.
- **Hook:** the sky racing through day and night over a man in mid-air.
- **Arc:**
  1. **Round 1, mid,** to the chest. Kb 8 throws him up and back in a long arc.
  2. **At the top of the arc time lets go:**
     - the sky races sunrise → noon → dusk → night, seven times;
     - the moon turns through its phases;
     - a rain shower passes; a flock of birds passes forward-backward-forward;
     - leaves fall and blow;
     - on the ground a puddle dries and refills.
  3. **His body ages through the week** in the air:
     - the skin greys;
     - the face sinks;
     - he bloats;
     - flies find him in mid-air and follow him down.
  4. **He lands next week** on the far FLOOR / PLATFORM: soft, swollen and seven days dead. The flies settle.
  5. **The punchline:** a newspaper blows across the arena and plasters against his leg. The masthead's date is a week after the gameplay HUD's date, and the headline is in-world text: STILL MISSING.
- **Final image:** dawn of the eighth day. The bloated body lies in the grass / on the stones with flies, the newspaper on its shin, and Faris standing exactly where he was a week ago with his gun still smoking.
- **Death:** DECAY (PREFERRED; time-lapse rot happening in the flight, which is unlike pump.mid-curtain-call's rot standing in a held pose and the scythe's withering).
- **Needs** FLOOR + open sky, and a landing FLOOR / PLATFORM 4-10 FH from him · **range** mid · **hazard** none · **air** yes · **victims** 1.
- **Deep** adapts:
  - the light from the surface cycles through seven days (green day, black night);
  - he drifts in a slow arc and settles in the silt a week dead;
  - crabs instead of flies;
  - the newspaper is a sodden page sinking past.
- **Gore ladder:** the decay stages:
  - XT: grey → bloated → split at the belly with fluid → flies;
  - VH / H: the same without the split;
  - M: grey and sunken, flies;
  - L: grey with stink lines and two cartoon flies;
  - VL: he fades with the days and only his shoes land, a newspaper settling on them (the date gag kept).
- **Sound:**
  - the boom;
  - a time-lapse of day sounds rushing (seven dawn choruses compressed);
  - night crickets in flashes;
  - rain;
  - flies;
  - the soft thud;
  - the newspaper's flap.
- **Kits:**
  - own sky time-lapse over the export plate (grade cycling + sun / moon arcs);
  - s.decay (dur 3.2 over the flight, end 'bones' only at XT if he is still in view, stand false);
  - own fly swarm;
  - own newspaper prop with a computed date.

## 7 · handcannon.10000-fps · 10,000 FPS · EPIC · replay
- **High concept:** in real time it looks like a normal hit. The slow-motion replay at ten thousand frames a second shows what the round really did: it turned him to jelly.
- **Hook:** the replay is the kill.
- **Arc:**
  1. **Real time:** one round, close, into the chest. He staggers back, frowns, pats himself, still standing.
  2. **The replay** (s.replay): a high-speed-camera look (cool white light, a 10,000 FPS bug, a timecode, the frame counter ticking by thousands).
     - The slug arrives in the replay over many seconds: its heat wake, then the impact.
     - His whole body ripples outward from the hit like a struck water balloon: the cheeks wave, the arms wobble, the belly and the thighs ripple in rings that bounce back from his edges.
     - Second angle (a profile): the ripple travels down one leg and up the other.
     - Third angle (from behind): his back bulges out in a dome and settles.
  3. **Back to real time:** he looks at Faris and says "huh."
  4. **Then everything the replay showed catches up:** he goes soft. He collapses like a water bag, sloshing, and the outline of a man spreads into a body-shaped puddle of himself on the floor.
- **Final image:** the man-shaped pool on the floor, the flat skin in it, and across its surface the same rings the replay showed crossing his body: they run out from the centre in the high-speed camera's cold white and bounce back off the pool's edges, the ripple outliving the man. Faris taps the camera off on his wrist; its red light dies. (No standing boot: pump.mid-out-of-his-boots and ar.timber own the things left standing.)
- **Death:** LIQUEFY (OPEN; s.liquefy style 'burst' with its own slosh; unlike pump.mid-out-of-his-boots or the vent boil).
- **Needs** FLOOR · **range** close · **hazard** none · **air** yes (the ripple in mid-air; he lands as the bag) · **victims** 1.
- **Adapts:**
  - per floor material: water-edge and turf soak him in; stone and tile pool him; wood seeps between the boards; metal ripples.
  - Deep: the ripple is visible in the water around him too, and he spreads into a slow red cloud the shape of a man.
- **Gore ladder:**
  - the ripple: all levels (it is the concept).
  - the collapse:
    - XT a red pool with bones afloat;
    - H red without bones;
    - M a dark puddle with his clothes;
    - L he sags to the floor like a deflated mattress, his clothes empty-looking;
    - VL his clothes collapse empty in a puff (kept).
- **Sound:**
  - the real-time boom;
  - the replay's slowed sound (a long, deep, stretched boom, the wobble as a low warble);
  - the high-speed camera's whine;
  - the "huh";
  - a big wet slosh.
- **Kits:**
  - s.replay with own look: a high-speed 'digital' look re-coloured cool white, bug text 10,000 FPS, timecode, 3 angles (front, profile, behind), a speed ramp into real time;
  - own jelly ripple deformation on the rig (concentric wave, edge bounce);
  - s.liquefy.

## 8 · handcannon.burial-at-sea · BURIAL AT SEA · EPIC · underwater (The Deep only)
- **High concept:** sailors are buried at sea sewn into their sailcloth with a cannonball at the feet, and the sailmaker's last stitch goes through the nose to be sure. This one flinches.
- **Hook:** the last stitch.
- **Arc:**
  1. **The killing hit:** round 1, close. Kb 8 drives him back into one of the wreck's torn sails, which billows round him.
  2. **The wrap:** the knockback spins him and the sail wraps him from boots to shoulders as he turns, like a body rolled in a shroud.
  3. **The sewing:** Faris swims up and draws a sailmaker's needle and palm (s.pullOut, custom prop from his belt) and sews the seam shut with quick hard stitches, from the feet up.
  4. A cannonball rolls off the wreck's deck. Faris lashes it to the feet with the end of the line.
  5. **The last stitch:** he pushes the needle through the nose, and the man flinches. He's alive.
  6. **The sinking:**
     - Faris lets go;
     - the bundle tilts feet-down and sinks past the hull into the black under the keel;
     - a hand presses out against the inside of the cloth;
     - a few bubbles.
     Above, on the surface, a storm (the light flickers on the waves).
- **Final image:** the sailcloth bundle sinking into the dark, the shape of a hand pressing outward in it, a thin line of bubbles rising past Faris, who salutes. 1 round of the 6.
- **Death:** DROWN (OPEN), buried at sea alive.
- **Needs** UNDERWATER (The Deep: the wreck's sails, the deck) · **range** close · **hazard** none · **air** yes · **victims** 1 · **Deep only**.
- **Unlike:**
  - scythe SHROUD (a black afterimage cloth tightening on a standing man, the face embossed);
  - glue.concrete-shoes (standing on a block on the bottom).
  Here it is the naval rite, with the needle, the stitches, the nose stitch and the sinking bundle.
- **The look (the coordinator's 19:55 note):**
  - the bundle is a rough, lumpy sack of coarse, patched sail canvas, the sail's own rope round it;
  - a visible seam of big hand stitches up the front;
  - a cannonball lashed at the feet as the weight;
  - it is never a smooth cloth drawn tight over a standing man, and his face is never embossed in it.
- **Gore ladder:**
  - the round:
    - XT a red cloud;
    - H thinner;
    - M dark;
    - L silt;
    - VL bubbles.
  - the nose stitch:
    - XT the needle through the nose with a red thread;
    - H no blood;
    - M the needle through the cloth only at his face and the flinch;
    - L the flinch at a poke;
    - VL the flinch at a tap.
  - The sinking at all levels (kept at VL).
- **Sound:**
  - the underwater boom;
  - the sail's heavy flap;
  - the needle's punch through canvas (rhythmic);
  - the cannonball's roll;
  - the flinch (a muffled cry);
  - the storm far above;
  - bubbles thinning.
- **Kits:**
  - own sailcloth wrap (a cloth strip spun round the rig);
  - s.pullOut custom (needle + palm);
  - own cannonball;
  - own storm-light on the surface.

## 9 · handcannon.left-behind · LEFT BEHIND · EPIC
- **High concept:** the knockback moves him so fast that his insides don't come with him.
- **Hook:** for one beat a heart, lungs and the coils of his guts hang in the air where he stood, still beating, while the rest of him is already across the arena.
- **Arc:**
  1. **One round, close,** to the chest. Kb 8 snaps him away: a blur.
  2. **Where he was,** his insides hang in his shape for a beat, as if still inside an invisible man:
     - the heart still pumping;
     - the lungs taking one breath;
     - the guts coiled;
     - the brain at the top.
  3. **They drop** in a wet heap.
  4. **Far across the arena** the body lands empty and light, like an empty glove, and bounces once.
  5. **The body sits up** (the last nerve impulse). It looks back across the arena at the heap and reaches for it.
  6. Faris walks to the heap, looks down, and steps over it.
- **Final image:** a wide shot. The steaming heap of organs sits on its own spot in the foreground; far behind, his empty body is sitting up with one hand out toward it; Faris stepping over the heap.
- **Death:** a concept exemption (GUTS / HEART / OPEN CHEST are RESTING; the insides left in mid-air IS the whole kill, an image not used anywhere) + HOLLOW (the light empty body).
- **Needs** FLOOR run ≥ 5 FH behind the victim · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. The organs drift slowly in the water instead of dropping, the heart beating in a red mist; the body drifts away like an empty suit.
- **Gore ladder:**
  - the floating insides:
    - XT full, wet;
    - VH the same at 80%;
    - H the organs as dark shapes in his outline (the shell's dark-wound rule);
    - M not organs: his "insides" are his shadow, which stays standing on the spot a beat and then pools;
    - L his hat, his gum and his shoes stay hanging in the air where he stood and drop;
    - VL only his hat stays, then drops.
  - the body landing:
    - XT a red trail from the chest;
    - M dark;
    - L / VL clean, he lands dazed with stars (VL fades).
- **Sound:**
  - the boom;
  - a whip-crack of displacement;
  - in the silence after, a heartbeat on the empty spot and one long breath out from hanging lungs;
  - the wet drop;
  - the far body's light papery bounce.
- **Kits:**
  - KIT-BODY organs placed in an invisible-body layout (s.organs heartBeat, lungs breathe), released to fall;
  - s.hollow end 'stay' on the far body (no crumble);
  - own displacement blur.

## 10 · handcannon.hole-in-one · HOLE IN ONE · RARE · remake (old HOLE IN ONE) · victim role: the golfer
- **High concept:** the old finisher's idea kept (a hole clean through his chest; he looks through it and drops), told as golf. The round punches a hole the exact size of a golf cup, and his own ball goes in.
- **Hook:** the golfer tees off at Faris.
- **Arc:**
  1. **The golfer** (a plaid flat cap and a tank top) pulls out a driver and a tee (s.pullOut custom, from his bag) and tees a ball up on the floor.
  2. He drives it at Faris's head: a long high slice. Faris leans an inch and it sails over, high into the sky.
  3. **One round, mid range.** A perfect round hole is punched clean through his chest; the rim is neat as a golf cup.
  4. **He looks down through it** and sees the floor behind him through his own chest.
  5. **His ball comes down out of the sky** from the slice and drops straight into the hole in his chest, rattles round the rim and drops through.
  6. **Faris says it:** "Hole in one." The golfer topples like a felled flagpole.
- **Final image:** the golfer flat on his back, the hole through his chest framing the ball sitting on the ground beneath it, his cap tipped over his eyes, the driver beside him. 1 round of the 6.
- **Death:** a concept exemption (the golf-cup hole is the remake's own idea; unlike pump.late-news's finger through the hole, fists.one-inch's blown-out back and pistol.last-round's head hole: here the hole is a neat cup and the ball sinks through it).
- **Needs** FLOOR + open height for the ball's arc (no CEILING within 6 FH; indoors the ball ricochets off the ceiling and still drops in) · **range** mid · **hazard** none · **air** no · **victims** 1.
- **Adapts by floor material:** turf (the course), sand (a bunker splash), stone (a hard clack), water-edge (a splash under him). Kitchen: a giant pea as the ball.
- **Deep** adapts: the ball drifts down slowly in the water into the hole; bubbles rise through it.
- **Gore ladder:**
  - the hole:
    - XT a clean cup rim with a red lip and a fine spray behind;
    - H no spray;
    - M a dark ring through his shirt only (the ball still drops through the shirt's hole and the shirt's dark ring is the cup);
    - L the round knocks the wind out of him, and the ball drops into his breast pocket instead;
    - VL the same, with stars.
  - The fall at all levels.
- **Sound:**
  - the driver's swish and the ball's ping;
  - the boom;
  - the ball's long whistle down;
  - the rattle of the ball round the rim (the hole's sound);
  - a polite golf-clap bed from nowhere;
  - the topple.
- **Kits:**
  - own golf props (driver, tee, ball physics);
  - own clean through-hole on the torso (a see-through cup);
  - pullOut custom.

## 11 · handcannon.bullet-catch · BULLET CATCH · RARE · victim role: the magician
- **High concept:** the bullet catch is the most dangerous trick in magic. He has done it with pistols. He has never done it with a hand cannon: he catches it, and then it catches him.
- **Hook:** he catches it.
- **Arc:**
  1. **The magician** (a cape and a top hat) flourishes, shows a marked china plate and bares his teeth: the trick.
  2. **Faris fires once, mid range,** and he CATCHES the slug in his teeth. A drumroll stops; TA-DA (in-world). The plate drops and shatters.
  3. Then the round's knockback arrives with it. The fat slug's whole momentum is in his teeth, and it carries him backwards off his feet, still biting, cape streaming, across the arena; he skids to a stop on his back, sits up grinning with the slug in his teeth and spreads his arms: TA-DA again.
  4. **The slug isn't finished.** It still holds everything it carried, and it takes him with it: his face folds in towards the slug between his teeth, then the head, the shoulders, the arms, the cape, the hat and the legs, all pulled into the point in his mouth like a sheet down a drain (IMPLODE: the point is the caught slug).
  5. The slug drops to the floor with a THUD far too heavy for its size and cracks the floor under it.
  6. Faris walks over and picks it up one-handed, and it drags his arm straight down to the floor. Two hands: it still won't lift. He shakes out his wrist and leaves it there.
- **Final image:** the little slug, dented with the magician's bite, sitting in a crater it made under its own weight; the marked china plate in pieces back where he stood; Faris shaking out his wrist beside it. 1 round of the 6.
- **Death:** IMPLODE (PREFERRED; pulled into the caught slug between his own teeth, the point in his mouth: no black disc, no singularity ring, he folds into the lead). Unlike every IMPLODE use.
- **Needs** FLOOR run 3-9 FH behind him · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep** skip (the slug is slow enough to catch, but the knockback dies in the water).
- **Adapts by floor material** (the crater the heavy slug makes):
  - stone: a crack star and grit;
  - wood: the board splinters and the slug sinks into it;
  - metal: a dent and a gong note;
  - turf / sand / snow: it sinks half in;
  - ice / glass: the cracks run out across the surface;
  - on a PLATFORM: it punches through and drops to the floor below, and Faris looks down the hole.
- **Gore ladder:**
  - the catch:
    - XT teeth cracking round the slug, blood from the gums;
    - H no blood;
    - M the teeth hold (no cracks);
    - L / VL he catches it and grins (stars), the same.
  - the pull (s.implode gates itself):
    - XT the pull stretches him long into his mouth, a red twist spiralling in, dark motes, and a bead of red squeezed out round the slug as it drops;
    - H dark motes, no red;
    - M he folds in cleanly, no red;
    - L the slug spits him back out whole, dazed in a heap, cartoon dizzy (the kit's LOW spit), and the slug is light again;
    - VL a puff, and the slug drops.
- **Sound:**
  - a drumroll;
  - the boom;
  - the crack of teeth on lead (CLINK);
  - the cape whoosh and the skid;
  - the implode pull and pop (matter.implode.*);
  - a THUD with a body's weight in it;
  - Faris's grunt on the lift.
- **Kits:** own magician props (plate, hat, cape cloth); s.implode with the point placed at his mouth and its disc / ring art replaced by an own fold-in to the slug; own crater by material.
- **Not knife.vanishing-act** (no vanish into a prop) and **not pistol.skin-classic WHITE DOVES** (no dove).
- **Not thammer.obliterated** (a man imploded to a point over a crater; coordinator 24 Oct): the fold reads clearly as INTO THE SLUG between his teeth, a sheet down a drain, with no white pinpoint of light; the crater stays small and slug-shaped.

## 12 · handcannon.limbo · LIMBO · RARE · victim role: the limbo dancer
- **High concept:** how low can you go? Every round is the limbo bar, and every round comes lower.
- **Hook:** the slug's heat-wake hangs in the air like a glowing bar.
- **Arc:**
  1. **The dancer** (a flowered shirt, a lei; a beach-bar steel-drum bed from nowhere) dances toward Faris, shimmying. Faris fires at chest height.
  2. **Round 1:** he bends back under it, and the heat-wake scorches a line across his shirt. The wake hangs as the bar.
  3. **Round 2,** belly height: he goes lower, back almost flat, shuffling under on bent knees.
  4. **Round 3,** knee height (Faris brings the climbing aim down each time): he goes lower than a man can go. His knees pass the floor, and the hamstrings at the backs of both knees snap like bowstrings (TWANG, TWANG). He is folded flat under the bar and can't get up.
  5. **The top-break reload** while he lies there: three fat cases tinkling round him.
  6. **Round 4,** straight down. The bar is the floor.
- **Final image:** the dancer flat on his back in the limbo pose, knees folded the wrong side of flat, his lei scattered, the three heat-wake bars fading in the air over him at chest, belly and knee height. 4 rounds of the 6, one top-break.
- **Death:** TENDONS (OPEN; both hamstrings snapping in the limbo bend), then the round.
- **Needs** FLOOR run ≥ 3 FH · **range** close-mid · **hazard** none · **air** no · **victims** 1 · **Deep** skip (no limbo while swimming).
- **Gore ladder:**
  - the hamstrings:
    - XT tendon strands snapping out of the backs of the knees;
    - H no strands, a red snap;
    - M two dark welts and a scream;
    - L he gets stuck in the pose with a cartoon creak and can't straighten;
    - VL the same, with stars.
  - the last round:
    - XT chest;
    - M dark;
    - L a puff;
    - VL dust, then the fade (the three bars stay last).
- **Sound:**
  - steel drums;
  - three booms, each lower in pitch;
  - the heat-wake's sizzle hanging in the air;
  - TWANG TWANG;
  - the top-break and the case tinkle;
  - the last boom into the floor.
- **Kits:** own heat-wake bars that hang and fade; s.tendonRip-style own strands at the knees (no killer grip); own lei petals.

## 13 · handcannon.inertia · INERTIA · RARE
- **High concept:** a body in motion stays in motion. The round stops him dead, but nothing loose on him gets the message.
- **Hook:** his sunglasses, his hat, his gold chain, his wallet, his false teeth and the gum in his mouth keep coming at full charging speed after he stops.
- **Arc:**
  1. **He charges full tilt,** screaming.
  2. **One round, close.** Kb 8 stops him in mid-stride and throws him back the way he came.
  3. **Everything loose keeps coming:** the hat, the sunglasses, the chain, the wallet, coins, the false teeth and the gum.
  4. They hit Faris one after another (the hat on his face, the glasses on his nose, the chain round his neck, the teeth biting his lapel, the gum on his cheek), while the man slides back along his own footprints to where he started.
  5. Faris plucks the teeth off his lapel and tosses them back onto the body.
- **Final image:** Faris wearing the dead man's hat, sunglasses and chain, the false teeth in his hand. The man lies far back exactly on his starting footprints, a trail of coins between them. 1 round of the 6.
- **Death:** the round to the chest, the body thrown back along his own tracks. The family is plain on purpose; the concept is the flying belongings. HOLLOW is not used.
- **Needs** FLOOR run ≥ 4 FH for the charge · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. His belongings drift on slowly toward Faris, and Faris plucks them out of the water one by one.
- **Gore ladder:**
  - the chest round:
    - XT a red bloom and a spray behind on his slide;
    - H 60%;
    - M a dark wound;
    - L he is knocked back dazed (stars);
    - VL dust.
  - The belongings gag at all levels.
- **Sound:**
  - the charge;
  - the boom;
  - a run of little impacts on Faris (thup, clink, clack, a chomp, splat);
  - the long slide back.
- **Kits:** own belongings props with momentum carried from the charge; Faris's wearables (hat, glasses, chain) attached to his rig; own footprint trail.

## 14 · handcannon.no-clip · NO-CLIP · COMMON
(The 20:05 note: strictly clipping through geometry. No T-pose and no missing or swapped textures; B's ar.mid-t-pose owns those.)
- **High concept:** the knockback is faster than the world can handle. He clips into the wall like a bug in a game and stays stuck inside its geometry.
- **Hook:** the world's own collision gives up.
- **Arc:**
  1. **One round, close.** Kb 8 sends him into the WALL / PILLAR behind him, and instead of hitting it he goes INTO it, half in and half out.
  2. **The clip:**
     - the wall keeps trying to push him out, so his body jitters between two positions a hand apart;
     - an arm pokes out of the face at the wrong angle;
     - a leg is sunk to the knee through the stone;
     - his head is half inside, one eye and his mouth out.
  3. **Faris walks up and knocks on the wall twice.** The jitter stops, with him set into it.
- **Final image:** the wall with a man clipped into it, half sunk, an arm and a boot sticking out of the face at impossible angles; one last jitter of his fingers. 1 round of the 6.
- **Death:** GLITCH (PREFERRED, 1 use), strictly as geometry clipping.
- **Needs** a WALL \| PILLAR face within 6 FH behind him · **range** close · **hazard** none · **air** yes (an airborne man clips in mid-air) · **victims** 1.
- **Adapts by material:**
  - stone / concrete: he sinks between block edges;
  - wood: through the grain;
  - metal: through riveted plate;
  - chain-link: through the diamonds, which stay drawn over him;
  - glass: half of him is seen through it.
- **Deep:** the hull or a rock, with bubbles jittering out of the seam.
- **Gore ladder:**
  - the clip:
    - XT blood squeezing from the seam where flesh meets the wall, jittering with him;
    - H darker;
    - M a dark seam line;
    - L the clip with a comic sfx (BZZT) and stars;
    - VL the same, then the fade (the impression stays in the wall).
- **Sound:** the boom, a crunch that loops a few times as he jitters, the knock-knock, a click as it settles.
- **Kits:** own clip render (the body masked by the wall face + positional jitter between two solutions + pushed-out limb poses); no texture effects.

## 15 · handcannon.getaway · GETAWAY · COMMON
- **High concept:** he runs for it, and the round helps: it throws him far further and faster than he could ever run, his legs still running in the air.
- **Hook:** cartoon legs, a real gun.
- **Arc:**
  1. **He turns and sprints away.**
  2. **One round in the back, mid range.** Kb 8 launches him forward, flat and fast.
  3. **His legs keep running** in the air in a churning blur, a long way across the arena.
  4. **He lands on his face** at the far end and slides; the legs keep pedalling on the floor, slower, slower, and stop.
- **Final image:** him face-down at the far end with his legs mid-stride, a long slide behind him, Faris small at the other end blowing on the muzzle. 1 round of the 6.
- **Death:** the round in the back (plain); the gag is the running legs.
- **Unlike ar.runner** (hit mid-stride, a tumble, a crawl, three more into his back): here one round and the legs never stop.
- **Needs** FLOOR run ≥ 6 FH ahead of him · **range** mid · **hazard** none · **air** yes · **victims** 1.
- **Adapts:** with a DROP ahead, his legs run on over the edge in mid-air (a cartoon pause) and he drops (the fall, crafted). Deep: he "swims" away the same way, legs kicking, and drifts.
- **Gore ladder:**
  - the back round:
    - XT the exit spray ahead of him;
    - H 60%;
    - M dark;
    - L a stumble-flight with stars;
    - VL dust.
  - the slide:
    - XT a red lane;
    - M dark;
    - L / VL a dust lane.
- **Sound:** the boom, a cartoon running patter in the air, the slide, the patter slowing to taps.
- **Kits:** own running-legs cycle in flight; own slide trail.

## 16 · handcannon.totality · TOTALITY · MYTHIC · atmosphere
(The 19:55 fix: a whole-body faceted diamond counts as a petrify and sits near beam.geode, so the death is now crystals erupting in a ring from the wound. The eclipse and the diamond-ring flash stay.)
- **High concept:** a total eclipse. For the minutes of totality the hand cannon's flash is the only sun, and when the real sun comes back in the diamond-ring flash, its first bead of light sets a diamond ring of crystal round his heart.
- **Hook:** stars at noon, the corona, and a man who forgets he's in a fight.
- **Arc:**
  1. **The eclipse comes:**
     - the moon's disc slides over the sun in the backdrop sky;
     - shadow bands ripple across the floor (a real eclipse effect);
     - birds go silent and roost;
     - the air cools until breath shows.
  2. **Totality:** the corona blazes white round a black sun and stars come out over the arena at midday. The victim stares up, mouth open, and lowers his gun.
  3. **One round** (the killing hit): the muzzle flash lights the whole dark arena like a second sun for one frame.
  4. **The diamond ring:** as he staggers, the first bead of sunlight bursts out at the moon's edge, and the same instant a ring of clear crystals erupts from his chest round the wound. It stays a ring / band on his chest, never a crystal statue of him (the 20:05 note). Cut between the two rings: the one in the sky and the one bursting out of him, crystal by crystal, with one great diamond at the top where the sun broke through.
  5. **Daylight floods back.** The diamond catches it and throws rainbow spots across the floor and Faris's face. He sinks to his knees and lies back, the jewel setting rising and falling once with his last breath.
- **Final image:** noon, the man on his back with a ring of crystal erupted round his heart like a jewel setting, the one great diamond throwing a starburst of rainbow light across the floor, the moon's shadow racing away over the backdrop hills. 1 round.
- **Death:** CRYSTALS (OPEN) as clusters erupting in a ring from the wound, with one faceted diamond bead. It is never a whole-body gem statue, so not a petrify (FIGUREHEAD keeps the page's one), and it is unlike beam.geode's crystal statue, hammer.resonance's prisms all over him, fists.kidney-stones and ice's snowflake.
- **Needs** FLOOR + open sky (indoors with no sky: skip) · **range** mid · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. The eclipse darkens the water from the surface down, the corona shows as a ring through the waves, the crystal ring grows underwater with bubbles caught in it, and the light comes down as rays split into colours.
- **Gore ladder:**
  - the crystal ring:
    - XT the crystals push out through a red wound, blood running between them;
    - H no running blood;
    - M the crystals grow out of his shirt round a dark patch;
    - L a sparkling ring of glitter on his shirt as he faints with stars;
    - VL the same, the diamond kept (`keep58`).
- **Sound:**
  - the birds stopping;
  - a low wind;
  - totality's held silence with a choir-like hum;
  - the boom in the dark;
  - the diamond ring as a bright chime;
  - crystals ticking as they erupt;
  - a last breath.
- **Kits:**
  - own eclipse sky (moon disc, corona, shadow bands, a breath field) graded over the export plate;
  - s.crystallize with points in a ring from the wound;
  - own faceted diamond bead with dispersion spots, end 'stay';
  - own rainbow-spot light field.

## 17 · handcannon.soft-landing · SOFT LANDING · LEGENDARY · hazard: fall
- **High concept:** the hand cannon's kick is a parachute. Firing straight down at a falling man slows Faris to a float and drives the man down faster.
- **Hook:** two men falling side by side, and one of them stops.
- **Arc:**
  1. **On a high edge** (a DROP ≥ 6 FH: a roof, a tower top, a mast, a balcony, a counter edge), round 1 knocks him off.
  2. **Faris steps off after him.**
  3. **Mid-air** Faris aims straight down and fires: rounds 2 and 3. Each recoil brakes him (the game's real rule: aiming down launches you up even while falling), and each knockback rams the man faster toward the ground. They separate: one floating, one hurtling.
  4. **The top-break in mid-air:** the three fat cases fall past Faris faster than he does. Round 4.
  5. **The man hits first,** crafted per material:
     - a turf crater;
     - a star in the stone;
     - splintered boards;
     - a sand fountain;
     - a water-edge splash;
     - Kitchen: a giant chopping board's crack.
  6. **Faris touches down beside him** light as a leaf, on one foot. The three cases land round him after he does.
- **Final image:** Faris on tiptoe beside the impact, his coat settling, the cases bouncing round his feet, the man in the crater. 4 rounds, one top-break.
- **Death:** the fall (hazard: fall), crafted per surface.
- **With the void below** (rooftops, backyard edge): the man is driven down into the dark, and Faris's last round aimed down pushes him back up to the edge he left. He lands back on the roof where it started and looks over.
- **Needs** a DROP ≥ 6 FH (PLATFORM / roof / tower / mast edge) with a floor, or the void, below · **range** close · **hazard** fall · **air** yes (both fall) · **victims** 1 · **Deep** skip (no falls).
- **Gore ladder:**
  - the impact:
    - XT a red star on the material and a splash up the nearest wall;
    - H 60%;
    - M a dark star;
    - L a dust crater with him dazed in it (stars);
    - VL a dust ring, then the fade.
  - The void variant at all levels: a far, faint thud.
- **Sound:** the fall's wind, four booms with Faris's slowing coat-flap between, the cases' tumbling, the impact per material, a soft tap of Faris's toe.
- **Kits:**
  - own two-body free-fall with recoil physics (Faris's float curve from the real Recoil numbers);
  - s.el DROP + the floor material;
  - the top-break mid-air.

## 18 · handcannon.bedside-manner · BEDSIDE MANNER · EPIC · victim role: the doctor
- **High concept:** the doctor listens to his own heart stop.
- **Hook:** professional to the end.
- **Arc:**
  1. **The doctor** (a white coat, a head mirror, a stethoscope round his neck) takes Faris's pulse mockingly ("you'll live. Not long.").
  2. **One round, close,** into his chest. Kb 8 sits him down hard on the floor.
  3. **He puts his stethoscope to his own chest.** We hear what he hears: lub-DUB lub-DUB, racing.
  4. **We go inside:** the heart pumping, the fat slug lodged in its wall, a spray with every beat.
  5. **The beats slow:** lub... DUB... He takes his own pulse at the wrist, checks his watch, nods, and writes on his clipboard as it happens (in-world): "patient: me. prognosis: poor."
  6. The gaps lengthen to nothing. A flat tone sounds in the stethoscope. He lies back neatly and folds his hands.
- **Final image:** the doctor flat on his back with his stethoscope still in his ears and the clipboard on his chest; Faris lifts the earpiece to his own ear, listens, and hangs it back. 1 round.
- **Death:** a HEART concept exemption (hearing his own heart stop is the whole kill; no heart leaves the body, unlike every earlier heart use). An organ moment.
- **Needs** FLOOR · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. The stethoscope works underwater (the beats are muffled and bubbled), and the clipboard drifts up off him.
- **Gore ladder:**
  - the inside view:
    - XT the slug in the beating heart, a spray each beat;
    - H the heart and the slug, no blood;
    - M no inside view (the sound tells it);
    - L he listens, shrugs, faints with stars;
    - VL the same, the clipboard kept.
  - the chest:
    - XT a red bloom spreading through the white coat;
    - H 60%;
    - M a dark patch;
    - L a scorch;
    - VL a puff.
- **Sound:** the boom, the heartbeat through the tubes (close and woody), the pen scratching, the watch ticking, the flat tone, a long breath out.
- **Kits:**
  - own doctor props (s.pullOut custom: stethoscope, clipboard, pen);
  - KIT-BODY s.heartBeat (bpm falling to 0) in an inset cut-away (not x-ray);
  - own heartbeat sound score.

## 19 · handcannon.slasher · SLASHER · EPIC · victim role: the slasher
- **High concept:** the masked killer always sits back up. The hand cannon knocks him down, and he sits up; again, and he sits up, until something finally sits up without him.
- **Hook:** the slasher sit-up, stiff from the waist, every time.
- **Arc:**
  1. **The masked killer** (a pale mask, a boiler suit, a machete) walks slowly, never runs. The horror bed: a heartbeat and a thin high string.
  2. **Round 1:** thrown flat. He sits up straight from the waist, the mask turning to Faris.
  3. **Round 2:** flat again. He sits up.
  4. **Round 3:** flat. He sits up.
  5. **The top-break reload,** Faris watching him.
  6. **Round 4:** flat. Faris waits. Nothing. He turns away, and behind him something sits up: the man's ghost, grey and translucent, rises out of the body in the same stiff sit-up while the body stays down. It looks at Faris, looks down at its own body, and slowly lies back down into it.
  7. The mask slides off sideways.
- **Final image:** the slasher on his back, his mask fallen beside his face, the machete stuck upright in the floor; Faris walking away without looking back. 4 rounds, one top-break.
- **Death:** four chest rounds; the soul sit-up is the final image (the page's first of at most 3 soul images).
- **Needs** FLOOR run ≥ 4 FH · **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. Each knockdown drifts him back, and the sit-ups are slow-motion in the water.
- **Gore ladder:**
  - the rounds:
    - XT each knockdown leaves a red splash on the floor;
    - H smaller;
    - M dark;
    - L he sits up dizzier each time (stars);
    - VL dust.
  - The ghost's sit-up at all levels (the horror stays, brief §6).
- **Sound:** the heartbeat, the string, four booms, the creak of each sit-up (the same creak each time, the fourth from the ghost and hollow), the mask's clatter.
- **Kits:** own sit-up pose cycle; own ghost body (alpha, a cold glow, slow re-entry); own mask prop.

## 20 · handcannon.proving-ground · THE PROVING GROUND · MYTHIC · death realm (replaces BREACH, coordinator 00:10)
- **High concept:** the heaviest round in the game ends where rounds are tested: a ballistics bunker where every gelatin block is the frozen shape of one death, and his block is next on the rig.
- **Hook:** bodiless wound channels hanging in clear gel, each with a stencilled test number; his block is the only one with a man in it.
- **Crossing:** from the impact the world itself wobbles like struck gel and sets clear around him (clear to pale, a faint yellow-grey cast, never amber), until he hangs suspended inside a block.
- **Realm:** a concrete ballistics test bunker under one sodium lamp. Rows of tall gelatin blocks on steel stands, each holding NO body: only a wound channel, a red-brown funnel with bone chips and teeth suspended where a body was, the body long removed; each block stencilled with its test number. A chronograph on its stand. At the end of the bunker a vice-mounted hand cannon on rails, loaded, lined up on his block; a red test light counting down while he struggles in slow motion in the gel. His block is the only one with a man in it, and the next number is stencilled on it.
- **The kill:** the rig fires through his block: the slug's temporary cavity blooms in the gel round his chest (a melon-sized balloon of torn tissue) and collapses to a permanent channel; at XT the cavity rips his ribs outward into a frozen spray of bone chips, blood clouds bloom and set in the gel; the final close is his own wound channel suspended in the gel.
- **Return:** his block splits slowly along the new wound channel; the halves slide apart and he slithers out onto the real floor in a slick of gel and blood, the last of the gel wobbling and settling.
- **Death:** the round itself, the temporary cavity shown (no RESTING family as the image).
- **Unlike** 10,000 FPS (his body turns to jelly; here the world is the test medium, coordinator 00:10) and THE TROPHY ROOM (no bodies on display: the blocks hold only the shapes of deaths).
- **Needs** FLOOR (the gameplay arena; the realm is its own) · **range** mid · **hazard** none · **air** yes · **victims** 1 · **Deep** adapts (the crossing's gel tide becomes the water setting clear).
- **Realm registry:** NEW look, crossing and return (checked against 58k_REALMS.md and the TAKEN lists, 25 Oct 00:08).

## 21 · handcannon.crime-scene · CRIME SCENE · EPIC · replay
- **High concept:** the kill is over in a second. Then the crime scene processes itself: evidence markers pop up, and a forensic string-line replay traces the round from the wall back through the wound to the gun.
- **Hook:** yellow numbered tents appearing around a body.
- **Arc:**
  1. **One round, mid.** He's thrown back into the WALL (or onto the floor, which takes the slug).
  2. **Freeze.** Yellow evidence tents pop up one by one (in-world numbers):
     1. the fat spent case at Faris's feet;
     2. the slug in the wall;
     3. the wound;
     4. his dropped weapon;
     5. the spatter;
     6. Faris's boot print.
  3. **The string line:** a red forensic string unspools from the slug in the wall, through the wound, back across the arena to the muzzle of Faris's gun.
  4. **The replay** (s.replay, own forensic look: grey-green, a measuring scale on the frame edge, angle readouts, a grid): the shot is re-enacted along the string from three angles (overhead, side, the shooter's eye), with dotted trajectory lines and the knockback arc drawn in.
  5. **Back to real time:** police tape unrolls across the frame (DO NOT CROSS, in-world). Faris ducks under it and walks out.
- **Final image:** the body against the wall with six yellow tents round it and the red string running taut from the wall to the empty spot where Faris stood; the tape across the foreground. 1 round.
- **Death:** the round (plain); the forensic replay is the concept. No chalk outline (beam.mid-bleached ends on one).
- **Needs** FLOOR (+ a WALL to take the slug; else the floor does) · **range** mid · **hazard** none · **air** yes · **victims** 1.
- **Deep:** adapts. The tents are weighted markers on the sea floor, the string drifts in the current, and the tape floats.
- **Gore ladder:**
  - the wound and spatter (tents 3 and 5):
    - XT a red spatter fan on the wall, marked;
    - H 60%;
    - M a dark mark;
    - L a scorch mark marked;
    - VL a dust mark marked.
  - The tents, string and tape at all levels.
- **Sound:** the boom, the freeze tick, tent pops (a soft tick each), the string's taut whir, a camera shutter in the replay, the tape's unroll.
- **Kits:**
  - s.replay with own forensic look (3 angles, own telestrator dotted lines + angle readouts);
  - own tents, string and tape;
  - a destruct chip for the slug in the wall.

## 22 · handcannon.made-to-measure · MADE TO MEASURE · RARE · victim role: the undertaker
- **High concept:** the undertaker measures Faris for his coffin before the fight, and the coffin turns out to fit somebody else to the inch.
- **Hook:** a tape measure run from Faris's boots to his crown.
- **Arc:**
  1. **The undertaker** (a tall hat, a black frock coat) drags a plain pine coffin in behind him (his own cast, 'thrust') and stands it open.
  2. He measures Faris head to toe with a cloth tape (SNAP), licks his pencil and notes it.
  3. **One round, close.** The knockback lays him back into the open coffin: a perfect fit, shoulders to the edges, heels to the end.
  4. The propped lid falls shut on the impact (THOCK).
  5. Faris picks up the tape and measures the coffin. Exactly. He writes the number on the lid.
- **Final image:** the closed coffin with Faris's chalked measurement on the lid and the tape hanging off its end, Faris tipping the dead man's tall hat onto it. 1 round.
- **Death:** the round (plain); the fit is the concept.
- **Needs** FLOOR run ≥ 3 FH · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. The coffin floats up slowly once the lid shuts, trailing bubbles.
- **Gore ladder:**
  - the round:
    - XT a red bloom and a drip from the coffin's seam;
    - H no drip;
    - M dark;
    - L he falls in dazed (stars) and the lid shuts on a snore;
    - VL the same.
- **Sound:** the coffin's drag, the tape's snap, the pencil, the boom, the THOCK, the tape measure's rewind.
- **Kits:** own coffin (cast by the victim, 'thrust'); own tape measure (pullOut custom); a lid hinge.

## 23 · handcannon.small-cover · SMALL COVER · RARE · breakable element as the star
- **High concept:** he dives behind the smallest cover there is, and against a hand cannon it might as well be nothing.
- **Hook:** a grown man hiding behind a potted plant.
- **Arc:**
  1. **Under fire, he dives behind the nearest small element** (s.el DECOR / LIGHT / BREAKABLE_LIGHT, small): a potted plant, a lamp post, a sign, a clay pot, a specimen tube, a crate, a road cone. It hides only his face.
  2. He peeks out either side of it, then holds very still.
  3. **One round:** through the cover and him. The cover bursts, crafted per element:
     - leaves and soil;
     - lamp glass and sparks;
     - sign splinters;
     - pot shards;
     - tube fluid;
     - crate slats.
  4. The pieces rain down on him.
- **Final image:** him sprawled behind the stump of the cover (the pot's base with one stalk, the lamp post's snapped stub), its pieces on him; a single leaf seesawing down onto his face. 1 round.
- **Death:** the round (plain); the cover is the star (BREAKABLE).
- **Needs** a small DECOR \| LIGHT \| BREAKABLE_LIGHT element within 4 FH (none: skip) · **range** mid · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. A coral fan or a sunken lantern bursts slowly.
- **Gore ladder:**
  - the round through cover:
    - XT a spray mixed into the debris;
    - H 60%;
    - M dark;
    - L he's knocked down dazed, the debris on him;
    - VL dust.
  - The debris at all levels.
- **Sound:** the dive, a held breath, the boom, the cover's own burst (soil, glass, wood, ceramic, fluid), the leaf landing.
- **Kits:** KIT-WORLD destruct take() on the real element (its shard set per material); own leaf.

## 24 · handcannon.on-the-house · ON THE HOUSE · COMMON · victim role: the waiter
- **High concept:** the waiter carries a tray of drinks on one hand, and when the knockback throws him across the room, the tray lands on his chest without spilling a drop.
- **Arc:**
  1. **The waiter** (a waistcoat, a bow tie, a cloth over one arm) glides up with a tray of three tall drinks, offering one with a smirk.
  2. **One round, close.** Kb 8 throws him flat across the floor.
  3. **The tray** floats a beat in the air, turning, and lands square on his chest. Three drinks upright, not a drop spilled.
  4. Faris walks over, takes a glass, sips, and sets a coin on the tray.
- **Final image:** the dead waiter flat on his back, the tray balanced on his chest with two full glasses and a coin, Faris walking off sipping the third. 1 round.
- **Death:** the round (plain); the gag is the tray.
- **Needs** FLOOR run ≥ 4 FH · **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts. The glasses' contents rise out as slow globes; the tray settles on him.
- **Gore ladder:**
  - XT a red bloom spreading round the tray;
  - H 60%;
  - M dark;
  - L he lands dazed (stars), the tray still balanced;
  - VL dust, then the fade (the tray floats down to the floor and lands balanced there).
- **Sound:** glasses tinkling, the boom, the slide, the tray's ring settling, the sip, the coin.
- **Kits:** own waiter props (pullOut custom tray + glasses with their own balance physics).

## 25 · handcannon.earmuffs · EARMUFFS · COMMON
- **High concept:** he knows the hand cannon is loud, so he puts on ear defenders. He has protected exactly the wrong part of himself.
- **Arc:**
  1. Seeing the size of the gun, he clamps a pair of big orange ear defenders over his ears (s.pullOut custom, from his belt) and grins.
  2. **One round, mid,** to the chest. Kb 8 throws him flat.
  3. The ear defenders sit perfectly in place on his dead head.
  4. Faris lifts one cup and says into it: "what?" (in-world).
- **Final image:** the dead man with orange ear defenders on, one cup lifted by Faris's finger. 1 round.
- **Death:** the round (plain); the gag is the earmuffs.
- **Needs** FLOOR · **range** mid · **hazard** none · **air** no · **victims** 1.
- **Deep:** adapts (the ear defenders drift a little).
- **Gore ladder:**
  - XT a red bloom;
  - H 60%;
  - M dark;
  - L he's knocked flat dazed, the earmuffs ringing with stars;
  - VL dust (the earmuffs stay).
- **Sound:** the boom heard muffled from inside the ear defenders (his POV of the sound), then clear; the "what?".
- **Kits:** own ear-defender prop on the head joint; a muffled-sound filter during his POV.

---

# B · THE 7 SKIN KILLS (each skin type grepped across the ledger and every sheet on 24 Oct)

## S1 · handcannon.skin-classic · BLOWN AWAY · COMMON
- **Taken CLASSIC families avoided:** handshake, rack sound, branding, star KO, the cap, white doves, double take, Jack Frost, head into chest, flippers, the porch rocking chair, SIESTA, SIT ON IT, battlefield cross.
- **High concept:** the old hi-fi advert, played by a hand cannon. He lounges in an armchair, and one boom blows him back in it with his hair streaming, his tie flying, the lampshade tilting and his drink sliding away. He stays like that forever.
- **Arc:**
  1. He drops into an armchair he casts himself (castInk 'thrust', a lazy wave), feet up, drink in hand, mocking.
  2. One round, close.
  3. The blast hits like a gale. His hair, tie, cheeks and jacket stream back; the chair skids back a metre; the floor lamp leans; his drink slides off the arm.
  4. He never moves again. The pose stays frozen, eyes wide, mouth open, with the round in his chest.
- **Final image:** the "blown away" pose held: the man in the armchair, hair swept back, tie horizontal, the lampshade crooked, Faris setting the drink upright on the arm. 1 round.
- **Death:** the chest round, held in the pose (plain family; the image is the concept).
- **Gore ladder:**
  - XT the blood streams back with the wind across the chair;
  - H 60%;
  - M a dark wound;
  - L he is blown back and sits dazed, hair standing up (stars);
  - VL the same, then the fade (the chair stays).
- **Deep:** adapts. The current streams his hair and tie, and the chair drifts.
- **Sound:** a hi-fi hum, the boom as a gale, the chair's skid, a glass's slide and clink.

## S2 · handcannon.skin-taped · STRAPPED · RARE
- **Taken TAPED families avoided:** tape on the victim, taped mags, a box, a silencer, the repair race, the leak, the yo-yo / flying head, the new head, butterfingers, the flashlight, the battery, the coolant tape, SPRUNG, FIXED.
- **High concept:** the worn taped hand cannon is taped along the back of Faris's fist and forearm (DIY, so the kick can't tear it away). It's a real hand cannon now: every punch fires.
- **Hook:** the disarm fails. His charged kick (the game's real disarm) hits the gun and it doesn't fly; it's taped on.
- **Arc:**
  1. The victim's charged kick lands on the gun with a CLANG. The gun stays put. Faris shows the back of his fist: tape, wound tight.
  2. **Jab-BOOM:** the jab lands on the shoulder and the round fires at contact. The knockback can't throw him, because Faris's fist is on him, so the blast goes in under the skin: a smoking star-shaped crater with four knuckles and the weave of the tape branded into it. He spins half round.
  3. **Cross-BOOM** into the belly: the second branded star.
  4. **Uppercut-BOOM** under the ribs. Now Faris lets the punch go through, and the knockback finally takes him: straight up, then down on his back.
  5. Faris re-tapes a loose end with his teeth and flexes his fist.
- **Final image:** Faris's taped fist-cannon smoking in close-up, frayed tape ends fluttering; behind it the man on his back with three smoking star-craters in a line down his body, each printed with four knuckles and the weave of the tape. 3 rounds, no reload (the next three wait).
- **Death:** CONTACT WOUNDS (no body family): three contact shots, each a star-shaped crater (the blast under the skin) branded with Faris's knuckles and the tape's weave.
- **Gore ladder:**
  - the three craters:
    - XT star-shaped torn craters with powder-black rims, the knuckle prints and the tape weave seared round each, a red bloom out of each on the BOOM;
    - H the craters and brands, no bloom;
    - M three scorched knuckle-and-weave prints through the shirt, smoking, no wound shown;
    - L smoking tape-weave prints on the shirt, he spins dizzy between punches;
    - VL soot prints and stars.
- **Deep:** adapts. Punches in the water are slow; the knockback carries him up through the water and away.
- **Sound:** CLANG, three punch-BOOMs layered (knuckle + boom + the gas thump under the skin), the tape creak, the sizzle of the brands, the tape torn by the teeth.

## S3 · handcannon.skin-camo · NIGHT VISION · EPIC · victim role: the commando
- **Taken CAMO families avoided:** bush, cardboard cut-out, copycat, invisible-in-blood, hedge, trap + trophy, chameleon wielder, clear ice, forward observer, road crew, dazzle, netted, trench coat, ghillie, gargoyle, mirage, decoy, danger close.
- **High concept:** the commando owns the dark. In night-vision goggles he can see Faris and Faris can't see him, until the hand cannon fires: the brightest muzzle flash in the game, through his goggles.
- **Hook:** we see the arena through his goggles, green and grainy.
- **Arc:**
  1. The arena goes pitch dark (a night grade).
  2. **The commando's POV,** in green NVG grain: Faris turning blind, the commando stalking closer with a knife.
  3. **Faris fires once** at the sound of a footstep. In the goggles the green blows out to white with a scream of tube whine.
  4. **Outside view:** the commando tears the goggles off, dazzled and blinking in the black (flash blindness, nothing burnt), and the goggles' lenses glow orange on the floor.
  5. He swings the knife blind at nothing. Faris walks round behind him in the dark.
  6. **THE STROBE:** the second round lights the dark for a single frame. In that frame, frozen like a flash photograph, he is caught mid-swing, the knife out, the exit spray hanging in the air behind him. Then black.
- **Final image:** in the dark, the two goggle lenses glowing orange on the floor light the commando's body from below; the afterimage of the strobe frame (him mid-swing, the spray in the air) fades off the screen over it. 2 rounds.
- **Death:** THE STROBE (no body family): the second round seen only as one frozen flash frame, then the body in the lenses' glow.
- **Gore ladder:**
  - the strobe frame:
    - XT the exit spray frozen in a red fan behind him, droplets sharp, the knife mid-arc;
    - H a fine frozen spray, no chunks;
    - M a dark frozen puff;
    - L a frozen puff of dust and his helmet in the air;
    - VL stars frozen in the frame.
  - the body in the glow:
    - XT a dark pool spreading into the orange light;
    - M dark;
    - L / VL he lies dizzy, stars in the glow.
- **Deep:** adapts. The abyss is already dark, so the flash in his mask is green, then white.
- **Sound:** NVG whine and hiss, the boom with a tube scream, his yell, the knife swishing blind, total silence before the strobe boom, the knife falling after it.

## S4 · handcannon.skin-cartoon · AROUND THE WORLD · EPIC
- **Taken CARTOON families avoided:** thin air, plugged barrel, painted tunnel, accordion, card fan, the living bullet, flip book, snowball, raincloud, lumps, the BANG! flag, ERASED, THE MIME, CRISPY, UH-OH, SMOKE LADDER, GOOD BOY.
- **High concept:** Faris is holding the cartoon hand cannon backwards. The victim laughs. Faris fires anyway; the slug goes the long way, all the way round the world.
- **Arc:**
  1. Faris raises the gun pointing at his own face. The victim points and laughs (in-world: HA!).
  2. **The shot:**
     - the cartoon slug leaves backwards past Faris's ear and away;
     - a cartoon globe insert shows it crossing an ocean, a mountain range, a desert with a camel, and a city with a startled pigeon;
     - meanwhile the victim keeps laughing, slaps his knee, wipes a tear.
  3. **The slug comes back** over the horizon behind him, whistling. Faris points. The victim turns round... too late.
- **Final image:** the victim face-down with a smoking hole in the back of his cap and a tiny postcard stuck to the slug's tail reading GREETINGS FROM EVERYWHERE; Faris blowing the muzzle (still held backwards). 1 round.
- **Death:** the round from behind (plain; cartoon-styled). Gore is crafted cartoon: the impact flattens his face into the floor with a red cartoon splat at XT.
- **Gore ladder:**
  - XT a red splat and stars;
  - H a smaller splat;
  - M stars and a lump;
  - L stars;
  - VL stars, then the fade (the postcard stays).
- **Deep:** adapts. The globe insert shows the slug swimming round with fish.
- **Sound:** the backward boom, a cartoon zip into the distance, globe-trip stingers (a ship's horn, a camel grunt, a pigeon squawk), the whistle returning, a cartoon bonk.

## S5 · handcannon.skin-ice · PARADOX · LEGENDARY
- **Taken ICE families avoided:** carving, snow globe, brain freeze, under the ice, curling, icicle, red ice, permafrost, still lightning, snowman, death spiral, six frames, frozen blast, the still city, thermal shock, ice maiden, freeze-thaw, the breath in the cold room, gut check, hail.
- **High concept:** the ice hand cannon's round chills him to the core. Real hypothermia ends in a terrible paradox: the dying feel burning hot and strip off their clothes, then crawl into a small space to hide.
- **Hook:** he takes his jacket off in a blizzard, smiling.
- **Arc:**
  1. One ice round, close, to the shoulder. Frost blooms out from the wound across his chest.
  2. He shivers violently, teeth chattering, lips blue.
  3. Then he stops shivering, and smiles. He's warm. He drops his jacket, pulls off his shirt and kicks off his boots, sighing with relief in the snow that has begun to fall.
  4. **Terminal burrowing:** he crawls on his hands into the nearest small space (under a PLATFORM edge, a crate, the foot of a ladder or the stairs) and curls up in it like a child.
  5. Frost closes over him. Faris crouches at the entrance and lays the man's own jacket over him.
- **Final image:** a man curled up in the hollow under the platform, frost-white, peaceful; his clothes in a trail across the snow leading to him; his own jacket laid over him by Faris. 1 round.
- **Death:** FROSTBITE (PREFERRED, s.frostbite style 'ice' from the wound, creep slow, no snapping).
- **Needs** FLOOR + any small cover to crawl under (PLATFORM edge, CONTAINER, BIG_PROP, ladder foot, stairs) · **range** close · **Deep** skip.
- **Gore ladder:**
  - the wound:
    - XT red frost crystals;
    - M white frost;
    - L / VL frost sparkles.
  - The undressing at all levels: he strips to his vest and shorts, nothing more.
  - the curl:
    - XT frost-burnt black fingertips;
    - M white;
    - L blue with a cartoon shiver;
    - VL the same, then the fade (the clothes trail stays).
- **Sound:** chattering teeth, a wind bed, the shivering stopping (silence), a contented sigh, cloth dropping, frost creaking.

## S6 · handcannon.skin-neon · THE LIST · LEGENDARY · victim role: the bouncer
- **Taken NEON families avoided:** lag, moth, strobe, glow stick, rhythm game, targeting computer, blacklight, Christmas lights, St. Elmo's fire, can't-look-away, fireworks, halo, sodium, the VACANCY sign.
- **High concept:** "You're not on the list." The bouncer is, and the light-up dance floor writes him off tile by tile.
- **Arc:**
  1. Faris walks up to a neon club front he casts with a sweep of the hand (castInk 'sweep'): a door, a velvet rope on brass posts, a neon tube sign with the club's name, bass thumping behind the door.
  2. The bouncer (a black tee, an earpiece, arms folded) blocks the rope.
  3. **One round, close.** Kb 8 sends him back through the club doors and out across a light-up dance floor. Every tile he crosses lights up under him in turn, pink, blue, yellow, and the dancers' silhouettes part.
  4. He slides to a stop in the middle. His blood spreads across the tiles, and each tile it reaches lights red.
  5. The music skips and sticks. Faris unhooks the velvet rope, steps through and hooks it back behind him.
- **Final image:** from above, the dance floor dark except the trail of lit tiles leading to the bouncer and a growing cross of red-lit tiles round him, the neon sign buzzing over the door behind. 1 round.
- **Death:** the chest round (plain); the image is the floor.
- **Gore ladder:**
  - XT the red tiles grow with the blood;
  - H fewer;
  - M the tiles under him light red in a ring with no blood shown;
  - L he lies dazed, the tiles flashing like a pinball (stars);
  - VL the tiles light white round him, then the fade.
- **Deep:** adapts. The tiles glow through the water and his blood cloud tints them.
- **Sound:** bass through a door, the boom, the doors banging, tile chimes in a run, the music skipping and sticking, a neon buzz.

## S7 · handcannon.skin-gold · SILENCE IS GOLDEN · MYTHIC · death realm
- **Taken GOLD families avoided:** flesh to gold, the throne, the idol, the minted coin, the heart weighed, kintsugi, the auction, the gold light through a lens, bling, the imperial egg, the canary cage, the honeycomb, the mother lode, phoenix, king's ransom.
- **High concept:** the loudest gun in the game makes the quietest death. In the hall of silence nothing makes a sound, and every sound he tries to make turns to gold in his mouth.
- **Arc:**
  1. **The killing hit:** one round, mid range. `s.deathCrack`.
  2. **The crossing (new):** the BOOM itself freezes. The comic sound-word and its shock rings stop in the air and turn to solid gold; colour and sound drain; the gold rings close in round the frame like the mouth of a bell.
  3. **The realm:** a vast hall of cold dark stone in dead silence: grey columns, a black flagged floor. The cold is stillness: dust hangs in the air and never settles, his breath makes no mist. Gold appears only as frozen sound.
     - The dead stand in rows, faces bare and grey, straining, each mouth sealed with a gold plug and a frozen gold drip down the chin.
     - A great dark iron bell hangs cracked, its clapper taken out; the last note it rang hangs under it as a frozen gold ring.
     - The gold rings of the shot that brought him here hang in the air over the floor.
  4. **He screams,** and the scream comes out of him as liquid gold. It pours from his mouth and fills it; it runs into his throat; he claws at it; it hardens in his windpipe; his chest gilds from the inside out, seen through his ribs as a spreading glow.
  5. He stands silent among the sealed dead.
  6. **The return (new):** all the sound comes back at once. The frozen gold rings shatter and the delayed BOOM crashes in; the hall breaks apart with the noise; the real arena.
- **Final image:** the real arena. The man lies on his back with a solid gold plug of a scream filling his open mouth, gold dripping from his ears and nose, the shattered golden sound-word lying in pieces round him. 1 round.
- **Death:** GOLD (OPEN), his own voice turned to gold. Unlike thammer.skin-gold's melted grill: nothing he wears melts. The gold is his voice.
- **Realm registry:** NEW look (a cold dark stone hall of silence, the dead with only their MOUTHS sealed in gold, a clapperless iron bell with its last note frozen gold under it); NEW crossing (the shot's own sound frozen into gold rings that close like a bell mouth); NEW return (the sound comes back all at once and shatters the hall).
  - KIT-WORLD review 24 Oct applied: no gold-masked faces (THE GILDED TOMB), no gilded hall (THE AUCTION), no frost (COCYTUS, THE STILL CITY); gold only as the frozen sound.
- **Gore ladder:**
  - the gold in the throat:
    - XT the throat bulging as it fills, blood at the lips round the gold, the chest gilding from inside;
    - H no blood;
    - M the gold pours and fills his mouth and he falls silent;
    - L a gold speech bubble pops out of his mouth and hardens;
    - VL the same, then the fade (the shattered sound-word stays).
- **Deep:** adapts (a realm). On the return the gold pieces sink slowly round him.
- **Sound:** the BOOM cut dead mid-word; true silence (s.hush, lifted on the return); in the silence only a gold creak; the return as a huge delayed boom and a shattering of metal.

---

# C · MID-ROUND (10, the user's 19:40 ratio) · ≤ 3 s, one victim, no realms, no map-changing casts; in the game inside the black-magic zone

## m1 · handcannon.mid-brake · BRAKE · RARE · 2.6 s
- **Core:** he dodges the round by a hair and leans in beside the barrel to laugh, right where the red muzzle brake vents its blast sideways.
- **Motion:**
  1. Faris fires; he slips the round.
  2. Grinning, he puts his face beside the gun.
  3. Faris fires again past him at nothing. The brake's side vents blast fire into his face.
  4. His face sets into wax in the heat, and the grin slides down it in drips, still grinning, the features dragged long.
  5. Faris turns the gun on him.
  (3 rounds.)
- **Camera:** a tight two-shot, a macro on the brake's side ports, a crash on the vent blast, a close on the face sliding, wider on the round.
- **Death:** WAX (PREFERRED; the grin slides off his face in wax drips: own face-slide on the head, not the kit's candle burn and not revolver.moonshine's burn-down), then the round.
- **Gore ladder:**
  - XT the face runs in white wax drips off the chin, the grin dragged long, wax beads spattering with the round;
  - H the face slides, fewer drips;
  - M the face goes waxy-white and sags, the grin droops;
  - L a soot face whose cartoon grin droops like a melted candle, smoke curls;
  - VL a soot face, stars.

## m2 · handcannon.mid-swallowed · SWALLOWED · COMMON · 2.8 s
- **Core:** the reload is his chance. He laughs as the gun breaks open, and a fat spent case flips straight into his open mouth and down his throat.
- **Motion:**
  1. Faris's top-break: three fat smoking cases kick out.
  2. One spins into the laughing man's mouth.
  3. He chokes, clutching his throat; every breath whistles through the case like a referee's whistle, higher and fainter, as he turns purple.
  4. Faris snaps the moon clip in and waits; he never fires.
  (No round needed after the killing hit of the gameplay; the reload beat is the kill.)
- **Unlike revolver.mid-speed-loader** (the reload fires the kill): here the gun never fires.
- **Death:** STRANGLE / asphyxia (HANG family, RESTING: kept because the choke IS the concept, per KIT-BODY 20:09; unlike every noose and collar use: no rope, only the whistling case).
- **Gore ladder:**
  - XT a hot case burning the lips, blood;
  - M purple and choking;
  - L a cartoon gulp and a hiccup, then out cold;
  - VL the same.

## m3 · handcannon.mid-challenge-accepted · CHALLENGE ACCEPTED · RARE · 2.9 s
- **Core:** he slaps Faris across the face with a white glove: a duel. He turns to walk his paces, and Faris doesn't wait for even one.
- **Motion:**
  1. The slap (Faris's head turns).
  2. The victim turns his back and lifts his foot to step.
  3. Faris fires once into his back.
  4. The glove flutters down onto his face where he lies.
  (No counting: he never takes a pace.)
- **Death:** the round (plain); the image is the white glove landing on the dead face.
- **Gore ladder:**
  - XT;
  - M dark;
  - L stars;
  - VL dust (the glove stays).

## m4 · handcannon.mid-take-a-seat · TAKE A SEAT · COMMON · 2.7 s
- **Core:** the knockback flips him one perfect backward somersault, and he lands sitting on the crate behind him, legs crossed, as if he were waiting for a bus.
- **Motion:** one round; the somersault; the sit; his hat lands on his knee.
- **Death:** the round (plain).
- **Final image:** a polite dead man seated with his legs crossed.
- **Needs** something at seat height to land on (CONTAINER, crate, BIG_PROP, STAIRS, a PLATFORM edge); the Deep adapts (a coral ledge).
- **Gore ladder:**
  - XT a bloom;
  - M dark;
  - L he sits dazed;
  - VL the same, then the fade.

## m5 · handcannon.mid-safetys-on · SAFETY'S ON · EPIC · 2.4 s
- **Core:** cornered, he grins and points at Faris's gun: "safety's on, genius." Faris looks down, thanks him with a nod, flicks it off with his thumb and fires.
- **Motion:** the point; the look down; the nod; the thumb click (macro); the round.
- **Death:** the round (plain); the joke is the courtesy.
- **Gore ladder:**
  - XT;
  - M dark;
  - L stars;
  - VL dust.

---

## m6 · handcannon.mid-plaster · PLASTER · COMMON · 2.8 s
- **Core:** the hand cannon's first round leaves a hole the size of a fist. He sticks a tiny plaster over it, pats it, satisfied, and the second round goes through the plaster.
- **Motion:**
  1. Round 1 to the belly.
  2. He looks down, peels a little plaster from his pocket, smooths it over the hole (it covers a quarter) and gives Faris a thumbs up.
  3. Round 2, dead centre of the plaster.
  4. He folds round it.
  (2 rounds.)
- **Camera:** a tight insert on the tiny plaster on the huge hole, the thumbs up, a crash on the second round, wider on the fold.
- **Death:** two belly rounds; the second blows the plaster out of his back with the exit (the plaster sticks to the floor behind him).
- **Gore ladder:**
  - XT the hole, then the exit with the plaster riding the spray;
  - H no spray;
  - M dark holes, the plaster flutters off;
  - L a scorched shirt, the plaster on it, he sits;
  - VL dust (the plaster stays).

## m7 · handcannon.mid-flinch · FLINCH · RARE · 2.9 s
- **Core:** the gun is so big that he flinches before it fires.
- **Motion:**
  1. Faris raises the hand cannon; he cringes, eyes squeezed shut, hands up.
  2. Faris lowers it and waits.
  3. He opens one eye.
  4. Faris raises it again: flinch.
  5. Lowers it: the eye opens.
  6. Faris fires while the eye is open.
  (1 round.)
- **Camera:** the same tight two-shot each time (the repetition is the joke, cut short at two), a crash on the open eye, wider as he's thrown.
- **Death:** the round between the open eye and the brow; kb 8 throws him flat.
- **Gore ladder:**
  - XT the brow gone, a fan behind;
  - H no fan;
  - M a dark mark at the brow;
  - L a red bump, out cold with stars;
  - VL stars.
- **Not the rule of three** (knife.behind-you): only two flinches, and Faris fires on the open eye, not on a refusal.

## m8 · handcannon.mid-burp · BURP · COMMON · 2.6 s
- **Core:** a burping contest. He lets out a huge rude burp at Faris, and Faris answers with the loudest thing he owns.
- **Motion:**
  1. He belches long and loud, with a comic sfx word: BUUURP.
  2. Faris raises an eyebrow and fires. The BOOM's sfx word is far bigger and knocks the BUUURP word over.
  3. Kb 8 throws him the length of the frame.
  (1 round.)
- **Camera:** a side-on two-shot with both sfx words, a crash on the boom, wider on the flight.
- **Death:** the chest round + the throw.
- **Gore ladder:**
  - XT a red bloom and the BUUURP word splattered;
  - H 60%;
  - M dark;
  - L he's blown away dizzy;
  - VL dust (the words stay).

## m9 · handcannon.mid-vanity · VANITY · RARE · 2.7 s
- **Core:** before he dies he checks his hair in a pocket mirror, and the round only improves it.
- **Motion:**
  1. Mid-fight he pulls out a pocket mirror and a comb and fixes his quiff.
  2. Faris fires. The round goes through the mirror and him.
  3. The blast sweeps his hair into the perfect quiff he was trying for.
  4. He lies dead with the comb in his hand and his hair immaculate.
  (1 round.)
- **Camera:** a close-up of him in the mirror, Faris's gun appearing in the mirror over his shoulder, a crash, a close-up of the perfect hair on the floor.
- **Death:** the round through the mirror into the chest. Mirror shards in his face at XT. This is a hand mirror broken, not a reflection realm (no mirror world, so the fists realm stays clear).
- **Gore ladder:**
  - XT shards in the face and a chest bloom;
  - H no shards;
  - M dark;
  - L the mirror cracks, he faints;
  - VL stars (the comb and the perfect hair stay).

## m10 · handcannon.mid-staring-contest · STARING CONTEST · EPIC · 2.9 s
- **Core:** a staring contest. The first to blink loses.
- **Motion:**
  1. Nose to nose, extreme close-ups of four eyes: sweat, a twitch.
  2. His eye waters and the lid trembles.
  3. He blinks, and the instant the lid comes down Faris fires up under his jaw. Faris never blinked.
  (1 round.)
- **Camera:**
  - eye macros, alternating, for most of it;
  - a tiny insert of the lid falling;
  - the crash;
  - a wide as he drops.
- **Death:** EYE family (OPEN): the round under the jaw; both eyes start out of the sockets with the pressure at XT (no nerve).
- **Gore ladder:**
  - XT eyes forced out, spray up;
  - H eyes bulging, no spray;
  - M a dark mark under the jaw, eyes rolled white;
  - L spiral eyes and a bump;
  - VL stars.
- **Not pistol.red-light** (holding still for everything except a fly): this is a duel of eyes that ends on the blink.

# D · BEAT SHEETS (the 23:58 bar: written before code; times = SCENE seconds from the kill-cam trigger)
Every sheet: staging, timed beats with the camera per beat (angle / lens feel / cut / ramp), the XT anatomy, the crafted substitutions per level, the final image with its lingering gore close-up, and the map-element staging (stage58) where the kill uses one. XT is the most anatomically destructive version in the library (the heaviest round in the game).

## D1 · TOTALITY (MYTHIC · saloon · 11.0 s)
Staging: the saloon at dusk; its plate's own great sun disc (world ~857, 234, r ~100) behind the saloon roof is the sun that goes black. Faris 640, the victim 860 (mid, pistol in hand).
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.4 | the trigger's two-shot; Faris's gun up | mid two-shot, w 340 | the wind |
| 0.4-1.6 | THE LIGHT GOES WRONG: a black bite appears on the sun's edge; colour drains; the shadows sharpen | CUT to a low angle from behind the victim, past his shoulder, up at the sun; slow push w 620→440 | a low wind rising |
| 1.6-2.6 | SHADOW BANDS ripple over the boards and over both men's boots; the saloon's lanterns light themselves one by one; two vultures drop onto the saloon sign to roost | CUT to floor level, a dolly along the boards (w 220) up to the boots | birds falling silent, a lantern's hiss |
| 2.6-3.0 | the cold: breath plumes from both men; the victim's eyes go up | CU on the victim's face (w 110) | breath |
| 3.0-4.2 | TOTALITY: the corona blazes round a black sun, stars over the desert at dusk; the saloon lit only by its lanterns. He lowers his pistol, mouth open, and takes one step toward the light like a moth. Faris never looks up | CUT wide to the sky (w 520 on the sun) 1.0 s, then a slow push in on Faris's level eyes in corona light (insert) | totality's held silence, a choir-like hum |
| 4.2 | THE ONLY SUN: the round: the muzzle flash lights the whole dark saloon like noon for one frame | hit-stop 120 ms, a negative impact frame; mid two-shot w 330 | the boom in the dark |
| 4.2-4.45 | the slug crosses the dark on its glowing heat wake (the only light) and enters under the sternum | ramp 0.2x on the slug | — |
| 4.45 | XT: the exit blows out his back, a fist-sized crater, rib shards and lung tissue spraying into the dark and glittering in the corona light; lens splatter | — | the wet blast |
| 4.47-5.4 | THE DIAMOND RING: the first bead of sunlight bursts at the moon's edge, and in the same instant the ring of clear crystals punches out of his chest round the wound, crystal by crystal, each one splitting the skin, blood beading and running between them; the great diamond rises out of the wound at the top | SPLIT: left the sky's ring (w 120), right a macro on his chest (w 60); ramp 0.25x | a bright chime, crystals ticking |
| 5.4-6.4 | DAYLIGHT FLOODS BACK: a light front sweeps over the saloon from left to right; the diamond catches it and wheels rainbow spots over the boards and across Faris's face | wide w 380, then CU on Faris with spectral spots on his cheek | the wind returns, birds |
| 6.4-7.6 | he sinks to his knees (the crystals clink against each other), blood runs in heavy runnels from the ring down his shirt and pools under his knees; he lies back | medium w 220 | crystal clinks, a wet breath |
| 7.6-8.8 | THE LAST BREATH: the jewel setting rises and falls once; a last bubble of blood at the wound's edge pops | top-down CU on the chest (w 90), rot 0.06 | one breath out |
| 8.8-11.0 | FINAL: noon light; the man on his back with the ring of crystal round his heart, the diamond throwing a starburst; the moon's shadow racing away over the desert; a lingering gore close: the crystals standing in the pool, blood still running down their facets | wide w 460 → slow push to the chest w 120 | — |
Levels: VH as XT at 80%, no lens splatter · H no exit chunks, a red ring at each crystal's base, no runnels · M crystals grow out of his shirt round a dark patch, no blood · L a glitter ring on his shirt, he faints with stars · VL the glitter, he fades; the diamond stays on the boards. Never a crystal statue (19:55).

## D2 · AVALANCHE (LEGENDARY · canyon · 11.0 s · element: shelter)
Staging: Faris in front of a shelter element (a BREAKABLE_LIGHT crate stack / WALL / PILLAR within 3 FH), the victim 2 FH beyond it on open floor under open sky. stage58: needs FLOOR + no CEILING over the victim + a shelter within 3 FH of Faris; else OWED: NO SHELTER / NO SKY.
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-1.0 | SNOWFALL over the canyon; she is down in the snow with a round through her thigh (the gameplay's hit), a red trail behind her; the bunting heavy with snow; breath | crane down from the rim (w 620 → 330) | a hush, snow |
| 1.0-1.8 | she crawls and laughs: "HA! You missed the heart!" | medium on her (w 200) | her laugh, echoing |
| 1.8-1.85 | the gun goes up to vertical | INSERT on Faris's hand (w 90) | the hammer |
| 1.85 | STRAIGHT UP: the flash lights every flake (a frozen strobe of the snowfall); the shock ring blows the flakes outward | low angle past the muzzle into the falling snow (w 260, rot -0.1) | the boom |
| 2.1-3.3 | SILENCE: the flakes stop in mid-air; the ring rolls over the rim shaking off snow; a crack zips across the highest slope | long lens on the peak (w 300), slow push | three echoes, then nothing (hush), one crack |
| 3.3-4.7 | THE SLIDE: a white wall pours down the backdrop, rocks and broken timber tumbling in its front; Faris steps into the lee of the shelter, back to it, calm; she hops on one leg, falls, claws up | whip between them; a chase on her (w 240) with the white filling the frame behind | the roar |
| 4.7 | THE WHITE takes her | white-out | the roar cut dead |
| 4.7-6.0 | INSIDE: blue-white dark; her silhouette upside down, digging the wrong way; XT her thigh bone snapped through the trouser, a red bloom spreading through the packed white from her mouth; she screams a silent bubble | a slow rolling CU (roll 0.2) | her breath, her heartbeat slowing (low-passed) |
| 6.0-6.6 | A NEW SLOPE: smooth white over the floor, the shelter's top standing out of it; Faris steps out of the lee brushing snow off his shoulder | wide w 400 | wind |
| 6.6-7.6 | the breath hole steams (pinked at XT); Faris walks over the crust, footprints | medium | crunching steps |
| 7.6-9.4 | THE FROST: he crouches; frost feathers grow inward from the rim, the steam thins; XT a last bead of red freezes at the rim; the hole shrinks to a pinprick; the steam stops; one flake lands on it | CU on the hole (w 110) | frost ticking |
| 9.4-11.0 | FINAL: a perfect snowfield, Faris crouched by the frosted pinhole, his gun smoking cold vapour; the snowfall resumes; lingering close on the pinhole and its frozen red bead | wide w 380 → CU w 100 | — |
Levels: VH 80% · H no bone, a pink bloom · M a dark thigh wound, no bloom, clear steam · L a stumble, no blood; the cartoon outline of her in the slope sinks · VL a puff; the pinhole is the last image at every level.

## D3 · SOFT LANDING (LEGENDARY · clock · 9.0 s · element: DROP ≥ 6 FH)
Staging: a PLATFORM ≥ 6 FH over a FLOOR (clock: 251..464 at 183 over the floor at 590); the victim at the platform's edge, Faris 2 FH back on it. stage58: a PLATFORM edge with a clear fall ≥ 6 FH to a FLOOR; else OWED: NO DROP.
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.4 | round 1 knocks him off the edge into the drop | mid two-shot on the platform (w 300) | the boom |
| 0.4-0.8 | Faris steps off after him, coat flapping | profile, the camera begins to fall with them | wind |
| 0.8-1.4 | free fall side by side | a side-on tracking camera falling with them (w 260) | the fall's wind rising |
| 1.4 | round 2 straight down: the recoil brakes Faris (the real rule: aiming down launches you up even falling), the knockback rams the man down | hit-stop 60 ms | boom |
| 1.9 | round 3: they separate, one floating, one hurtling | the camera stays with Faris; the man drops out of frame below | boom, a coat flap |
| 2.2-3.4 | THE TOP-BREAK in mid-air: three fat cases fall past Faris faster than he does; the moon clip in | CU on the gun (w 90), the cases tumbling past | the reload, the cases' tumble |
| 3.4 | round 4 down: the man slammed into the floor first | over-the-shoulder down past the muzzle | boom |
| 3.5 | IMPACT: the boards splinter in a star; XT the body bursts at the seams on the boards: the ribcage caves, the pelvis splits, a compound fracture through each thigh, a red star with a splash up the nearest wall (the clock's pendulum case); lens splatter | low CU at the floor (w 140), shake 9 | the impact per material |
| 3.6-5.0 | Faris drifts down light as a leaf, coat settling | the camera rises with him in slow motion (0.4x) | the wind thinning |
| 5.0-5.6 | he touches down on one toe beside the crater; the three cases land round him after he does | low wide on his toe | tap, three tings |
| 5.6-9.0 | FINAL: Faris on tiptoe beside the impact, coat settling, the cases bouncing; lingering gore close: the folded body in the splintered star, bone through the trousers, the pool spreading into the cracks between the boards | wide w 300 → CU w 120 | — |
Levels: VH 80% · H no bone, a red star · M a dark star · L a dust crater, dazed with stars · VL a dust ring, the fade.

## D4 · FIGUREHEAD (LEGENDARY · deep · 11.0 s)
Staging: the forecastle bulkhead at the wreck's bow (its face x ~1559, y -578..-401) under the bowsprit's rope; the victim in open water at (1450, -490), Faris at (1180, -480).
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.6 | god rays through the water; Faris levels the gun, slow in the water; the victim treads water | a wide underwater two-shot (w 420) through drifting motes | the hull's whale moans, bubbles |
| 0.6 | the shot: the underwater boom; the slug crawls on its bubble trail at the real 7 m/s | ramp 0.3x on the slug, a side-on close following it | a low rounded boom, the bubble hiss |
| 0.6-1.3 | he sees it coming and can't swim out of the way (the long beat) | CU on his eyes | a heartbeat |
| 1.3 | XT impact: the slug tears through his chest; a dense red cloud blooms and a thick red thread unspools; lung tissue drifts out of the exit | crash w 140 | the wet thud |
| 1.3-3.0 | the knockback drifts him slowly back, arms out, bubbles leaving his mouth | a low angle following the drift | the long drift |
| 3.0 | his back meets the bow; he spreads against it, arms flung back along the beams | wide w 260 | a timber knock |
| 3.2-6.0 | THE WOOD TAKES HIM from the back: grain runs over his skin like ink in water, his clothes become carved folds, his hair carved curls; barnacles bloom on his shoulders; weed hangs from his fingers; XT the wound carves into a red-stained knot that keeps weeping red threads out of the grain | slow push w 200 → 140 | timbers groaning as they grow |
| 6.0-7.2 | his last moving thing is his eyes, darting, until the wood carves them open forever (the pupils become carved rings) | ECU on the eyes (w 40) | — |
| 7.2-8.4 | Faris swims up and taps the carved cheek with the muzzle: a hollow wooden knock; a shoal of small fish settles into the hollow of his open mouth | CU (w 110) | knock knock |
| 8.4-11.0 | FINAL: a long low angle up at the bow: the new figurehead spread across it, mouth open, arms back, god rays falling past; Faris small below, swimming away; lingering close on the weeping red knot | low wide w 380 → CU w 70 | the hull moan |
Levels: VH 80% · H a thinner thread, a red-stained knot without the weeping · M a dark cloud, a dark knot · L a puff of silt, a plain knot, he's carved dazed · VL bubbles, a plain knot; the figurehead is the final image at every level.

## D5 · BURIAL AT SEA (EPIC · deep · 12.0 s)
Staging: the wreck's torn sails (x 487-1113, y -806..-517); the victim at (560, -600), Faris at (380, -600).
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.5 | round 1 close into his belly: XT the slug tears out of his back with a red cloud and a spray of bone; the knockback drives him into the torn sail, which billows round him | mid w 260 | underwater boom, the sail's heavy flap |
| 0.5-1.8 | THE WRAP: the knockback spins him and the coarse patched canvas wraps him boots to shoulders, the sail's own rope round it; he kicks inside the lumpy sack | a slow orbit (w 200) | canvas, rope creak |
| 1.8-4.8 | THE SEWING: Faris draws a sailmaker's needle and palm from his belt and sews the seam shut with quick hard stitches from the feet up, each one puckering the canvas; XT blood soaks through the weave at the belly and leaks red threads into the water | CU on the stitches (w 90), cuts up the seam | the needle's punch (rhythmic), muffled cries |
| 4.8-5.6 | a cannonball rolls off the wreck's rail and sinks past; Faris catches it and lashes it to the feet with the line's end | medium, then CU on the knot | the roll, the clunk |
| 5.6-6.6 | THE LAST STITCH: the needle through the nose: the bundle flinches. He's alive. XT the needle drags a red thread through the canvas at the face | ECU (w 50), a hit-stop on the flinch | a muffled cry |
| 6.6-9.5 | THE SINKING: Faris lets go; the bundle tilts feet-down and sinks past the hull into the black under the keel; a hand presses out against the cloth; bubbles escape through the stitches; above, a storm flickers on the surface | a long tilt down with it (w 240 → 300); light dimming as it goes | the storm far above, bubbles thinning |
| 9.5-12.0 | FINAL: the bundle sinking into the dark, the hand pressing out, a thin line of bubbles rising past Faris, who salutes; lingering close on the red thread drifting up from the face | wide w 300, CU w 80 | — |
Levels: VH 80% · H no bone, a thinner cloud, no soak · M dark, the needle through the cloth only at the face and the flinch · L silt, the flinch at a poke · VL bubbles, the flinch at a tap; the sinking at every level.

## D6 · THE TROPHY ROOM (MYTHIC · death realm · tower → the lodge · 16.0 s)
Staging: the tower's stone wall (x 4) for the crossing; the victim 70 in front of it, Faris at mid range. stage58: a WALL / PILLAR face (else he is thrown into the frame edge, which panels instead).
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.3 | the killing hit: round 1; the knockback throws him into the stone wall; s.deathCrack | crash w 180 | boom, the crack |
| 0.3-2.1 | CROSSING: brass-edged panel seams race out from the impact like cracks over ice; the lodge and its hung antlers show through them; the panels swing open over the arena like cabinet doors until the lodge fills the frame; he slides down its wall | static wide w 360, then a push as the doors open | panels knocking into place like slats |
| 2.1-4.0 | THE LODGE: the hearth throws long light; rows of mounted human heads on shields climb into the dark, breathing (the shields creak), swallowing, weeping, mouths working silently; hides on the floor, antler chandeliers; the taxidermist at his bench under a green lamp, back to us, humming three notes that never finish. He runs the length of the lodge; the doors are painted on, and he claws at one | a long dolly down the lodge past the heads (w 300) | the fire, the hum |
| 4.0-5.0 | Faris walks in out of the panelling and fires round 2 into the knee: XT the kneecap blown away, the joint open, the leg hanging by a strip; the knockback drives him across the floor-skin into the bench; the jar of glass eyes spills and rolls | low wide, CU on the jar | boom, glass eyes rolling |
| 5.0-5.8 | he claws up the bench; round 3 into the chest: XT the exit blows his back open, rib shards spattering the mounted heads, who blink red | crash | boom |
| 5.8-7.0 | THE TOP-BREAK in the firelight: three fat cases spin through the hearth light; the heads breathe faster | CU on the gun (w 100) | the reload, case tinkle |
| 7.0-10.5 | THE TAXIDERMY (only the long grey gloved hands enter frame): a scalpel opens a seam down his front; XT the skin peeled back on both sides, his insides scooped out by hand into a zinc pail; straw packed in where they were (STUFFING); wire run into his arms; his eyes taken out into the jar, glass ones pressed in | top-down over the bench (w 180), INSERTs on the pail and the jar | wet scooping, straw rustle, the needle |
| 10.5-12.0 | THE MOUNTING: he is mounted on the empty shield; the brass catch record screwed on below: HOMO TEMERARIUS · 24 · X · ONE ROUND, engraved after the fact; his mouth starts working silently like the others | a push on the plate (w 120) | the engraver's scratch, a screwdriver |
| 12.0-13.6 | RETURN: the needle sews the seam down his body shut stitch by stitch, straw poking through; the lodge gathers in round him on the thread; on the last knot the real arena | CU on the seam (w 100) widening | the thread pulled through |
| 13.6-16.0 | FINAL: the tower; the seamed straw-stuffed body under the impact with glass eyes, straw spilling; the brass plate on the wall above, its last screw turning once; a wisp of hearth smoke from the seam; lingering gore close: blood-soaked straw between the stitches | wide w 300 → CU w 90 | one screwdriver turn |
Levels: VH 80% · H no peeled skin (the seam and dark straw) · M no opening: straw pours from the cuffs and collar, the seam a stitched line, glass eyes laid over shut lids · L straw only from the collar, a sigh, glass beads pressed on shut lids · VL straw dust and a puff, kept (he IS the trophy); the mount at every level.

## D7 · THE PROVING GROUND (MYTHIC · death realm · base → the test bunker · 15.0 s)
Staging: the gameplay on the base's concrete deck (A 700, the victim 900, mid range). The realm is its own floor (the bunker).
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.3 | the killing hit: round 1 into his chest; s.deathCrack | crash w 170 | boom, the crack |
| 0.3-2.0 | CROSSING: the world itself wobbles like struck gel (everything in the frame jiggles and ripples in rings from the wound), then sets clear and pale round him (a faint yellow-grey lab cast, never amber; nothing floods over the lens); he hangs suspended, his hair and arms drifting | static w 300, the ripple; a slow push as it sets | a wet wobble, a set like a seal |
| 2.0-4.2 | THE BUNKER: one sodium lamp swinging; rows of tall gel blocks on steel stands receding into the dark, each with only a wound channel inside (a red-brown funnel, bone chips and teeth hanging where a body was) and a stencilled number (T-0412, T-0413 …); a chronograph's two screens on a stand; a clipboard on a nail | a slow dolly past the blocks (w 340), racking along the funnels | a sodium hum, the gel creaking |
| 4.2-5.4 | HIS BLOCK: he is the only man in a block, struggling in slow motion; the next number stencilled on it: T-0451; across the bunker a vice-mounted hand cannon on rails is lined up on him; a red test light counts down (3, 2, 1) | push on the stencil (w 160), CUT to the rig (w 200), CUT to his eyes in the gel | a motor whine, three beeps |
| 5.4 | THE TEST: the rig fires; the slug crosses the bunker and enters the block | hit-stop 120 ms; side-on on the block (w 220) | the boom in concrete |
| 5.4-6.6 | THE CAVITY: the temporary cavity blooms in the gel round his chest, a melon-sized balloon of torn tissue, and collapses to the permanent channel; XT his ribs rip outward into a frozen spray of bone chips in the gel, blood clouds bloom and set; the chronograph flashes 21 m/s | ramp 0.12x through the bloom; INSERT on the chronograph | a deep thump, the gel tearing |
| 6.6-8.6 | THE SPECIMEN: everything stops in the gel; he hangs with his own wound channel through him; the lamp swings; the red light goes green: TEST COMPLETE | a slow orbit round the block (w 180) | silence, a click |
| 8.6-10.6 | RETURN: his block splits slowly along the new channel; the halves slide apart; he slithers out onto the real base deck in a slick of gel and blood | CU on the split (w 140) widening | a long wet slide |
| 10.6-15.0 | FINAL: the real arena; the body on the deck in a spreading slick, the last of the gel wobbling and settling, a few bone chips still suspended in a lump of gel beside him; Faris looking down; lingering gore close on the channel through his chest, gel glistening in it | wide w 320 → CU w 90 | the gel settling |
Levels: VH 80% · H no bone chips, the cavity and a red cloud · M the cavity as a dark balloon, no clouds, a dark slick · L the cavity bloom as a clear bubble, he's spat out dazed with stars · VL a puff of gel, he fades; the blocks and the number stay.

# E · SKIN BEAT SHEETS (the 23:58 bar; times = scene seconds)

## E1 · BLOWN AWAY (skin-classic · COMMON · saloon · 8.7 s) · BUILT 25 Oct (the drink rides the hi-fi side table; staged between the floor barrels)
Staging: Faris 640, the victim 820 in an armchair he casts himself (with a floor lamp, a side table, his drink), feet up on a footstool.
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-1.2 | he waves the armchair, lamp and side table into being (castInk 'thrust', lazy), drops into it, feet up, drink in hand: "Go on, then." | a hi-fi advert framing: a locked-off low wide (w 300), the chair centred | a smooth hi-fi hum |
| 1.2 | the round, close: the blast hits like a gale | hit-stop 100 ms; a crash on the chair (w 150) | the boom as a wall of wind |
| 1.2-2.6 | THE GALE: his hair, tie, cheeks and jacket stream back; the chair skids back a metre scraping; the lampshade tips; the drink slides along the arm and stops at the edge; napkins fly. XT: the exit blows the chair back out behind him, a hole through the upholstery, blood and lung tissue streaming back off the chair in long horizontal streaks like his hair, spattering the wall; his cheeks ripple back off his teeth; lens splatter | slow motion 0.3x through the gale, a slow push in (w 150 → 110) | the wind roar, the chair's scrape, the glass sliding |
| 2.6-3.4 | the wind stops; he doesn't: the pose holds, hair swept back, tie horizontal, eyes wide, mouth open | locked-off medium | silence, the hi-fi hum returns |
| 3.4-5.2 | Faris walks over, catches the drink at the edge and sets it upright on the arm; he leaves the lampshade crooked | medium (w 200), CU on the glass | the clink |
| 5.2-7.0 | FINAL: the blown-away pose held in the chair, the shade crooked, the drink upright; a lingering gore close on the hole through the chair back and the wind-combed streaks on the wall | the advert framing again (w 280) → CU w 100 | the hum |
Levels: VH 80%, no lens · H no hole, 60% streaks · M a dark wound, the pose · L he's blown back and sits dazed, hair standing up, stars · VL the same, then the fade (the chair stays).

## E2 · STRAPPED (skin-taped · RARE · saloon · 8.4 s) · BUILT 25 Oct
Staging: close; Faris's worn taped hand cannon taped along the back of his fist and forearm.
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.7 | the victim's charged kick (the game's real disarm) CLANGS off the gun; it doesn't fly | low angle on the kick (w 200), hit-stop | CLANG |
| 0.7-1.4 | Faris shows the back of his fist: the tape wound tight round fist and frame | macro on the tape (w 70) | tape creak |
| 1.4 | JAB-BOOM on the shoulder: the round fires at contact; the fist holds him so the blast goes in under the skin: a star-shaped crater branded with four knuckles and the tape's weave; XT the shoulder blade blows out of his back in a spray of bone | punch-shot hit-stop (w 140) | knuckle + boom + the gas thump |
| 2.2 | CROSS-BOOM into the belly: the second branded star; XT the exit tears out of his lower back and paints the bar behind him | hit-stop, a whip | |
| 3.0 | UPPERCUT-BOOM under the ribs: Faris lets the punch go through; the knockback takes him straight up and down on his back; XT the ribcage's front caves round the brand | a low angle up past the fist (w 220) | |
| 3.0-4.6 | he goes up and comes down hard on his back, three smoking star-craters in a line | medium | body slam |
| 4.6-6.0 | Faris tears a loose end of tape with his teeth and re-tapes it, flexes the fist | CU on the teeth and tape (w 80) | the tape torn |
| 6.0-7.6 | FINAL: the taped fist-cannon smoking in close-up, frayed ends fluttering; behind it the man on his back with three branded star-craters in a line; lingering gore close on the brands, the weave seared into the skin | CU fist w 90 → the craters w 110 | sizzle |
Levels: VH 80% · H the craters and brands, no blowouts · M three scorched knuckle-and-weave prints through the shirt, smoking · L smoking tape prints, he spins dizzy · VL soot prints, stars.

## E3 · NIGHT VISION (skin-camo · EPIC · base · 9.8 s) · BUILT 25 Oct (the first round misses; she swings round into the strobe)
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.6 | the arena goes pitch dark (the base's lights die bank by bank) | wide | breakers clacking off |
| 0.6-2.6 | HIS POV: green night-vision grain; Faris turning blind in the dark; the commando stalks closer, knife out | POV frame with the NVG vignette, grain, a reticle | the tube whine, his breath |
| 2.6 | Faris fires at the sound of a footstep: in the goggles the green blows out to white | the POV whites out | the boom with a tube scream |
| 2.7-4.0 | outside: he tears the goggles off, dazzled and blinking in the black; the lenses glow orange on the floor; he slashes blind at nothing | the dark wide lit only by the lenses (w 260) | his yell, the knife swishing |
| 4.0-5.4 | Faris walks round behind him in the dark; silence | very dark; only Faris's gold plate and the lenses | footsteps, then nothing |
| 5.4 | THE STROBE: the second round lights the dark for one frame: frozen like a flash photograph, he is caught mid-swing, the knife out; XT the exit spray hangs in a red fan behind him with bone chips sharp in it | a single bright frame held 0.3 s (freeze), then black | the boom, then total silence |
| 5.7-7.2 | black; then the glowing lenses on the floor light his body from below as it lies there; XT a dark pool spreading into the orange light | low CU at the lenses (w 120) | the knife clattering down |
| 7.2-9.0 | FINAL: the lenses light the body from below; the strobe frame's afterimage fades off the screen over it; lingering gore close on the pool and the exit wound in the lens-light | CU w 100 | the NVG whine dying |
Levels: VH 80% · H a fine frozen spray, no chips · M a dark frozen puff · L a frozen puff of dust and his helmet in the air, stars after · VL stars frozen in the frame.

## E4 · AROUND THE WORLD (skin-cartoon · EPIC · backyard · 9.0 s) · BUILT 25 Oct
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-1.0 | Faris raises the cartoon hand cannon pointing at his own face; the victim points and laughs: HA! | two-shot (w 300) | the laugh |
| 1.0 | the backward boom: the cartoon slug leaves past Faris's ear and away | crash on Faris's ear | the boom, a zip into the distance |
| 1.1-4.4 | THE TRIP: a cartoon globe insert: the slug crosses an ocean (a ship's horn), a mountain range, a desert (a camel ducks), a city (a startled pigeon), the moon peeking; meanwhile the victim laughs, slaps his knee, wipes a tear | split: the globe panel and the laughing man | stingers per place |
| 4.4-5.0 | the slug comes back over the horizon behind him, whistling; Faris points; the victim turns round... | low angle with the slug's glint growing | the whistle rising |
| 5.0 | too late: XT the slug punches in at the back of his skull and out of his face: the face flattened into the lawn by the impact in a huge red cartoon splat, teeth bouncing away like dice, the cap flying with a smoking hole in its back | hit-stop, a manga impact frame (red kept) | a cartoon BONK under a real wet crunch |
| 5.0-6.6 | he lies face-down; a tiny postcard flutters down onto the slug's tail: GREETINGS FROM EVERYWHERE | CU on the postcard | a postcard flutter |
| 6.6-8.4 | FINAL: face-down in the splat, the smoking cap, the postcard; Faris blows across the muzzle (still held backwards); lingering close on the splat round his head | wide → CU w 110 | |
Levels: VH 80% · H a smaller splat, no teeth · M stars and a lump · L stars · VL stars, then the fade (the postcard stays).

## E5 · PARADOX (skin-ice · LEGENDARY · base · 11.0 s · element: the gap under the base's jeep, BIG_PROP via stage58) · BUILT 25 Oct
Staging: a PLATFORM edge / CONTAINER / stairs foot with a gap under it within 4 FH of the victim (stage58), snow starting.
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.4 | one ice round, close, into his shoulder; XT the shoulder shatters into red ice, frozen blood blooming out of the wound in crystals | crash (w 140) | the ice boom, a crack |
| 0.4-1.8 | frost blooms across his chest; he shivers violently, teeth chattering, lips blue; snow begins to fall | medium (w 200) | chattering, wind |
| 1.8-2.4 | he stops shivering, and smiles: he's warm | CU (w 100) | the wind drops, silence |
| 2.4-4.6 | THE PARADOX: he drops his jacket, pulls off his shirt, kicks off his boots, sighing with relief in the snow; XT his skin splits in frozen red cracks as he moves, the fingertips going black | medium, a slow track with him | cloth dropping, a contented sigh |
| 4.6-6.6 | TERMINAL BURROWING: he crawls on his hands into the small space and curls up in it like a child | low angle at the gap (w 180) | crawling, frost creaking |
| 6.6-8.0 | frost closes over him | CU push (w 120) | frost ticking |
| 8.0-10.0 | FINAL: Faris crouches at the entrance and lays the man's own jacket over him; the clothes in a trail across the snow; lingering close on the frost-white curled body, the black fingertips and the red ice rose at the shoulder | wide → CU w 100 | wind |
Levels: VH 80% · H white frost cracks, no red ice · M white frost, no cracks · L blue with a cartoon shiver · VL the same, then the fade (the clothes trail stays). Undressing stops at vest and shorts at every level.

## E6 · THE LIST (skin-neon · LEGENDARY · cage · 9.8 s) · BUILT 25 Oct
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-1.2 | Faris sweeps a neon club front into being (castInk 'sweep'): a door, a velvet rope on brass posts, a neon tube sign; bass thumping behind the door | wide (w 360) | bass through a door, neon buzz |
| 1.2-2.0 | the bouncer (black tee, earpiece, arms folded) blocks the rope: "You're not on the list." | CU on the bouncer (w 120) | |
| 2.0 | one round, close: XT the exit blows his back open and through the club doors' glass in a red spray | hit-stop, crash | boom, glass |
| 2.0-3.6 | the knockback throws him back through the doors and out across a light-up dance floor; every tile he crosses lights under him, pink, blue, yellow; dancers' silhouettes part; XT he leaves a red lane down the tiles | a follow across the floor (w 260), then a top-down | doors banging, a run of tile chimes |
| 3.6-6.0 | he slides to a stop in the middle; his blood spreads, and every tile it reaches lights red; the music skips and sticks | top-down slow push (w 300 → 220) | the music sticking |
| 6.0-7.4 | Faris unhooks the velvet rope, steps through, hooks it back behind him | medium on the rope | the rope clip |
| 7.4-9.0 | FINAL: top-down: the dark floor, the trail of lit tiles to the bouncer and the growing cross of red tiles round him; lingering close on his chest crater with the neon reflecting in the pool | top-down w 300 → CU w 100 | neon buzz |
Levels: VH 80% · H fewer red tiles · M the tiles under him light red in a ring, no blood · L he lies dazed, the tiles flashing like a pinball, stars · VL the tiles light white round him, then the fade.

## E7 · SILENCE IS GOLDEN (skin-gold · MYTHIC · death realm · saloon → THE HALL OF SILENCE · 13.6 s) · BUILT 25 Oct (crossing k.goldbell, return k.boomback)
| t | beat | camera | sound |
|---|---|---|---|
| 0.0-0.2 | one round, mid: s.deathCrack | crash | the BOOM, cut dead mid-word |
| 0.2-2.0 | CROSSING: the BOOM itself freezes: the comic sound-word and its shock rings stop in the air and turn to solid gold; colour and sound drain; the gold rings close in round the frame like the mouth of a bell | static wide (w 340), the rings closing | true silence (s.hush) |
| 2.0-4.0 | THE HALL OF SILENCE: a cold dark stone hall, grey columns, dust hanging in the air that never settles; the dead stand in rows with bare grey faces, only their mouths sealed with gold plugs and frozen drips down the chin; a cracked iron bell hangs clapperless, its last note frozen as a gold ring under it | a slow dolly between the columns (w 360) | silence; one gold creak |
| 4.0-5.0 | he tries to speak; nothing; he screams | CU on his face (w 100) | silence |
| 5.0-7.6 | THE SCREAM turns to gold: it pours out of him as liquid gold and fills his mouth, runs into his throat; he claws at it; XT his throat bulges and splits, gold seeping through the cracks, blood at his lips round the gold; his chest gilds from inside, glowing through his ribs | ECU on the mouth (w 60), then the throat | the gold creaking |
| 7.6-9.0 | he stands silent among the sealed dead, a gold plug in his open mouth | wide among the rows (w 300) | |
| 9.0-10.2 | RETURN: all the sound comes back at once: the frozen gold rings shatter, the delayed BOOM crashes in, the hall breaks apart onto the real saloon | shake 9, whip | the delayed BOOM, a shattering of metal |
| 10.2-13.0 | FINAL: the man on his back with a solid gold plug of a scream filling his open mouth, gold dripping from his ears and nose, the shattered gold sound-word in pieces round him; lingering gore close on the gold plug, the split throat and the blood at the lips | wide → ECU w 70 | the room tone |
Levels: VH 80% · H no blood, the throat bulging · M the gold fills his mouth and he falls silent · L a gold speech bubble pops out and hardens · VL the same, then the fade (the shattered sound-word stays).

# F · MID-ROUND BEAT SHEETS (written 25 Oct before code; ≤ 3 s, one victim, no realms; scene seconds; staged with a clear-run finder round x 800 so each moves as a block onto any arena with room; TAKE A SEAT stages on a CONTAINER via stage58)

## F1 · BRAKE (RARE · backyard · 2.6 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | round 1, close: he slips it by a hair (a matrix lean) | tight two-shot w 150 | the boom, a whoosh |
| 0.40 | grinning, he steps in and puts his face right beside the gun's red muzzle brake: HA | push to w 110 | his laugh |
| 0.80 | Faris fires again past him at nothing: the brake's side ports vent fire sideways into his face | macro on the ports (w 50), crash on the vent blast | the boom, a roar of gas |
| 0.95-1.80 | WAX: his face sets into wax in the heat and the grin slides down it in drips, still grinning, features dragged long | close on the face w 70, a slow push | a candle hiss, drips |
| 1.85 | Faris turns the gun on him: round 3 into the chest; he drops | crash w 150 | the boom |
| 2.10-2.60 | FINAL: the slid face on the floor, the grin dragged down to his collar; lingering gore close | goreCam w 84 | |
XT the face runs in white wax drips off the chin, the grin dragged long, wax beads spattering with the round, the chest exit. VH 80%. H the face slides, fewer drips. M the face goes waxy-white and sags, the grin droops. L a soot face whose cartoon grin droops like a melted candle, smoke curls. VL a soot face, stars.

## F2 · SWALLOWED (COMMON · cage · 2.8 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | the top-break: three fat smoking cases kick out; he laughs, mouth wide | medium two-shot w 170 | the hinge, the cases ringing |
| 0.30 | one case spins in an arc straight into his open mouth | close on the mouth w 60 | a gulp |
| 0.55-2.30 | he chokes, clutching his throat; every breath whistles through the case like a referee's whistle, higher and fainter, as he turns purple and sinks to his knees | medium w 140 | FWEET, fweet, fweet |
| 1.20 | Faris snaps the moon clip in and waits; he never fires | | the snap |
| 2.30-2.80 | he topples; FINAL: his purple face, the case glinting in his mouth, the lips burnt; lingering close | goreCam w 78 | a last thin whistle |
XT the hot case burns the lips (smoke, blisters) and blood runs from the mouth. VH 80%. H no blood, the lips burnt. M purple and choking. L a cartoon gulp and a hiccup, then out cold. VL the same.

## F3 · CHALLENGE ACCEPTED (RARE · atrium · 2.9 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | he slaps Faris across the face with a white glove: SLAP; Faris's head turns | tight w 110 | the slap |
| 0.55 | he turns his back and lifts his foot to walk his first pace | medium w 170 | |
| 0.85 | Faris fires once into his back | crash w 140 | the boom |
| 0.95-1.70 | the knockback flips him over once in the air and lays him on his back | follow | the body |
| 1.70-2.30 | the glove flutters down onto his dead face | close w 70 | a flutter |
| 2.30-2.90 | FINAL: the glove over his face, the exit wound open on his chest; lingering close | goreCam w 90 | |
XT the exit blows his chest open forward, a fan of red ahead of him on the floor. VH 80%. H no fan. M a dark wound. L stars, he lies dizzy. VL dust (the glove stays).

## F4 · TAKE A SEAT (COMMON · saloon, on a CONTAINER via stage58 · 2.7 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | he stands a stride in front of a barrel | medium w 180 | |
| 0.25 | one round: the knockback flips him one perfect backward somersault | follow | the boom, a whoosh |
| 0.95 | he lands sitting on the barrel top, legs crossed, hands on his knee, as if waiting for a bus | locked wide w 160 | the seat |
| 1.30 | his hat lands on his knee | close w 70 | |
| 1.60-2.70 | FINAL: a polite dead man seated, legs crossed; blood running down the barrel; lingering close | goreCam w 100 | |
XT the chest exit blooms red and runs down the barrel's staves into a pool. VH 80%. H a bloom, no run. M a dark wound. L he sits dazed. VL the same, then the fade (the hat stays).

## F5 · SAFETY'S ON (EPIC · base · 2.4 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | backed off, he grins and points at Faris's gun: "Safety's on, genius." | two-shot w 160 | |
| 0.55 | Faris looks down at the gun | close on Faris w 90 | |
| 0.85 | he nods his thanks | | |
| 1.05 | his thumb flicks the safety off: click | macro w 40 | the click |
| 1.30 | the round | crash w 130 | the boom |
| 1.60-2.40 | FINAL: on his back, the pointing hand still out, the chest exit; lingering close | goreCam w 90 | |
XT the exit through the back, a red spray behind him. VH 80%. H no spray. M dark. L stars. VL dust.

## F6 · PLASTER (COMMON · backyard · 2.8 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | round 1 to the belly: a hole the size of a fist; he staggers | medium w 160 | the boom |
| 0.35 | he looks down, peels a tiny plaster from his pocket and smooths it over the hole (it covers a quarter) | insert w 46 on the plaster on the hole | the peel |
| 1.20 | thumbs up to Faris | medium w 130 | |
| 1.50 | round 2, dead centre of the plaster: the exit blows the plaster out of his back riding the spray; it sticks to the floor behind him | crash w 110 | the boom |
| 1.70-2.80 | he folds round it and goes down; FINAL: the hole, the plaster on the floor behind him in the spray; lingering close | wider w 170, then goreCam w 96 | |
XT the hole, then the exit with the plaster riding the spray. VH 80%. H no spray. M dark holes, the plaster flutters off. L a scorched shirt with the plaster on it, he sits. VL dust (the plaster stays).

## F7 · FLINCH (RARE · cage · 2.9 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | Faris raises the hand cannon: he cringes, eyes squeezed shut, hands up | tight two-shot w 130 | a whimper |
| 0.50 | Faris lowers it and waits | same | |
| 0.80 | he opens one eye | | |
| 1.10 | raised again: flinch | same | |
| 1.45 | lowered: the eye opens | | |
| 1.65 | Faris fires while the eye is open: between the open eye and the brow | crash on the open eye w 60 | the boom |
| 1.75-2.90 | kb 8 throws him flat; FINAL: the head, the brow gone; lingering close | wider w 200, goreCam w 80 | |
XT the brow gone, a fan behind. VH 80%. H no fan. M a dark mark at the brow. L a red bump, out cold with stars. VL stars.

## F8 · BURP (COMMON · atrium · 2.6 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | he belches long and loud at Faris: BUUURP (a comic word) | side-on two-shot w 200 with both words | the burp |
| 0.80 | Faris raises an eyebrow | | |
| 1.00 | the round: the BOOM word, far bigger, knocks the BUUURP word over | crash | the boom |
| 1.05-2.00 | kb 8 throws him the length of the frame | wider w 300 | the slide |
| 2.00-2.60 | FINAL: the body, the toppled BUUURP word splattered; lingering close | goreCam w 100 | |
XT a red bloom and the BUUURP word splattered red. VH 80%. H 60%. M dark. L blown away dizzy. VL dust (the words stay).

## F9 · VANITY (RARE · tower · 2.7 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00 | his back to Faris, he pulls out a pocket mirror and a comb and fixes his quiff | medium w 150 | the comb |
| 0.45 | close on him in the mirror; Faris's gun appears in it over his shoulder | the mirror w 40 | |
| 0.95 | the round through him and the mirror | crash w 120 | the boom, glass |
| 1.05 | the blast sweeps his hair into the perfect quiff he was trying for | | |
| 1.30-2.70 | he lies dead, the comb in his hand, the hair immaculate; FINAL: lingering close on the perfect hair, the shards in his face and the chest | goreCam w 84 | |
XT mirror shards in his face and a chest bloom. VH 80%. H no shards. M dark. L the mirror cracks, he faints. VL stars (the comb and the perfect hair stay).

## F10 · STARING CONTEST (EPIC · temple · 2.9 s)
| t | beat | camera | sound |
|---|---|---|---|
| 0.00-1.80 | nose to nose; extreme close-ups of the four eyes, alternating: sweat, a twitch; his eye waters and the lid trembles | eye macros w 30, cuts at 0.0 / 0.5 / 0.95 / 1.35 | a heartbeat, a tick |
| 1.85 | he blinks | insert of the lid falling | |
| 1.90 | the instant the lid comes down Faris fires up under his jaw; Faris never blinked | crash | the boom |
| 2.00-2.90 | FINAL: he drops; the eyes forced out of the sockets; lingering close | wide w 180, goreCam w 80 | |
XT both eyes start out of the sockets with the pressure (no nerve), a spray up from the top of the head. VH 80%. H eyes bulging, no spray. M a dark mark under the jaw, the eyes rolled white. L spiral eyes and a bump. VL stars.

## Build plan (K)
1. **The page:** 58k_handcannon.html is a copy of 58k_revolver.html's scaffold, with weapon 'handcannon' and files [58k_w_a_kit.js, 58k_w_handcannon_skins.js, 58k_w_handcannon_mid.js, 58k_w_handcannon_1.js, 58k_w_handcannon_2.js, 58k_w_handcannon_3.js]. Run `python3 _tools/58k_kits.py`, then probe.
2. **Ledger:** all 42 lines go into 58k_LEDGER.md under `## HAND CANNON (by K)` and `### HAND CANNON · MID-ROUND (by K)` before any build, checked line by line: 25 films, 7 skins, 10 mid-round.
3. **Build order** (one at a time, each fully crafted with every gore level, export coordinates and s.el, a visual check per kill, a contact sheet per batch):
   1. batch 1, works-anywhere films: HOT LEAD, 10,000 FPS, INERTIA, HOLE IN ONE, GETAWAY, BEDSIDE MANNER, MADE TO MEASURE, ON THE HOUSE, EARMUFFS;
   2. batch 2: NEWTON'S CRADLE, LEFT BEHIND, NEXT WEEK, LIMBO, NO-CLIP, BULLET CATCH, SLASHER, CRIME SCENE, SMALL COVER;
   3. batch 3: THE TROPHY ROOM, TOTALITY, AVALANCHE, SOFT LANDING, FIGUREHEAD, BURIAL AT SEA, THE PROVING GROUND;
   4. the 7 skins;
   5. the 10 mid-rounds.
4. **Files:**
   - `58k_w_handcannon_1.js`: kills 1-9;
   - `58k_w_handcannon_2.js`: kills 10-18;
   - `58k_w_handcannon_3.js`: kills 19-25;
   - `58k_w_handcannon_skins.js`;
   - `58k_w_handcannon_mid.js`.
5. Then **GOLDEN** (also 25 + 7 + 10): its own plan sheet (_tools/conv/golden.md) in this format.
