# CONVERSION SHEET · BLINK KNIFE (`58k_w_knife.js`, KILLPAGES-F) · 22 kills (15 new + 7 skins)
P0.10, written 24 Oct against the new brief. **This sheet changes no code.** P2.1 applies it once these land:
- P0.4: the gore ladder;
- P0.6: the def fields and the recap card;
- P0.7: `s.el`;
- P1.1: the map switcher.

The plans (5 mid-round kills, multi-victim trim, 2 underwater kills, finisher remakes) and the pending items are at the end.

**Fixed rule for every adaptation (brief §0):** an adapted version must be as crafted, as long and as gory at EXTREME as the original. Where a map gives a different material, a missing kind, water or a roof, the kill gets its own crafted variant of that beat. It is never a cheaper fallback. Where no variant keeps the full quality, the kill is skipped (OWED) on that map instead.

## Legend
- **Range** uses the brief's fixed bands in FIGHTER HEIGHTS (§3: 1 FH = 72 page u = 0.74 game units):
  - pointBlank ≤ 0.8 FH (≤ 58 u);
  - close 0.8-2.2 FH (58-158 u);
  - mid 2.2-5.5 FH (158-396 u);
  - far > 5.5 FH.
  - The 184 u blink is 2.6 FH.
- **Hazard tags** are the fixed set (§3): fall / liquid / spikes / fire / electric / blast / crush / creature.
- **The real move** (Weapons/WeaponMoves.cs, WeaponDefs.cs: `blink = 1.9`):
  - The BLINK is the knife's only attack: a straight teleport of 184 u along the aim, in ANY direction.
  - It slashes everything on its line.
  - It is stopped only by walls (and floors / ceilings).
  - 0.5 s apart, 15 uses.
- **What that means for range:** the victim must be on the blink's 184 u line, so every knife film works from pointBlank to the low end of mid (≤ 184 u).
  - From farther away, Faris closes with one blink that misses on purpose, or walks. Kills that can't take an approach say so.
- **Headroom:** several films blink up and over a head (45°) or straight up. A solid CEILING or PLATFORM underside inside 184 u above stops the blink, and the film needs that clearance. On closed maps the real ceilings are high (13-24 m); balcony undersides are the usual problem.
- **Gore columns** (brief §6): XT is the built version. Each kill gets its own crafted line per beat for VH / H / M / L / VL.
  - VH: always all anatomy at ~80% blood, stains fading after a while, no screen splatter. VH is listed only when it changes more than that.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers stay at full strength;
    - every VERY LOW body ends in a puff fade-out, with dust / sparks / stars instead of blood;
    - **sound:** the dry layers follow P0.12.
  - **The knife's own non-gore language:**
    - **M:** the blink's crisp violet line leaves a dark gash, and nothing comes off. Where a severed part was the gag, a piece of the victim's GEAR or clothing takes its place.
    - **L:** the violet line flares white across him with one small dark puff, and he drops out cold.
    - **VL:** the line throws a spray of violet-white sparks, then the puff.
- **Deep** = The Deep. Underwater the blink leaves a tube of displaced water that closes with a soft thump and a line of bubbles. Pieces drift; blood unspools in clouds.
- **Closed maps:** every medium, big and event map is closed (walls, a ceiling, no fall deaths).
- **Mirror:** text, numbers and the gold plate never mirror.
- **Text during the action** (rulings 14:25 and 15:05, brief §9):
  - only the kill-cam UI cards move to the recap: the end title cards;
  - the films' own bubbles (HEY!, MY TEEF!, h-help?, here., THESE AREN'T MINE) and SFX words stay;
  - the concept overlays stay too (the 14:25 ruling names anatomy labels explicitly);
  - so the FLAYED anatomy plate, the FLIP BOOK notebook and the AUCTION LOT card / SOLD tags all stay.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| behind-you | C | saloon | FLOOR + headroom ≥ 200 u (over-the-head blinks) | close (120 u) | none | no | 1 | adapts |
| blink | C | backyard | FLOOR | close (150 u) | none | no | 1 | adapts |
| bear-hug | R | backyard | FLOOR + headroom ≥ 200 u (the blink goes straight up) | pointBlank (72 u, grappled) | none | no | 1 | adapts |
| air-guitar | R | rooftops in rain | FLOOR | close (140 u) | none | no | 1 | adapts |
| which-one | R | backyard | FLOOR | close (160 u) | none | no | 1 | adapts |
| crossed-out | R | saloon | FLOOR + headroom ≥ 200 u (hop-blinks) | close (150 u) | none | no | 1 | adapts |
| vanishing-act | E | saloon | FLOOR | close (160 u) | none | no | 1 | adapts |
| chandelier | E | saloon balcony | HANGING_HEAVY (ring-shaped) over V, or the cast chandelier; Faris above (PLATFORM) or headroom | close (140 u) | fire (fallen hazard) | no | 1 | adapts |
| splice | E | castle | FLOOR, two foes in a line | close (110 / 160 u) | none | no | **2** | adapts |
| compass | E | castle | FLOOR + a PLATFORM above (or an airborne third man) | pointBlank-close (60-130 u) | none | yes (the third man) | **3** | adapts |
| telefrag | L | castle tower | solid WALL \| PILLAR ≤ 184 u behind V | mid (170 u) | none | no | 1 | adapts |
| pickpocket | L | saloon | FLOOR | close (150 u) | none | no | 1 | adapts |
| flayed | L | backyard | FLOOR | close (160 u) | none | no | 1 | adapts |
| the-interval | M realm | rooftops (lead) | FLOOR | close (100 u) | none | no | 1 | adapts |
| broken | M | castle | FLOOR | close (92 u) | none | no | 1 | adapts |
| skin-classic DOUBLE TAKE | C | rooftops | FLOOR | close (120 u) | none | no | 1 | adapts |
| skin-taped BUTTERFINGERS | R | castle | FLOOR (V standing) | close (140 u) | none | no | 1 | adapts |
| skin-camo CHAMELEON | E | backyard | FLOOR | close (160 u) | none | no | 1 | adapts |
| skin-cartoon FLIP BOOK | E | saloon | FLOOR | close (150 u) | none | no | 1 | adapts |
| skin-ice RED ICE | L | rooftops in snow | FLOOR | close (122 u) | none | no | 1 | adapts |
| skin-neon BLACKLIGHT | L | saloon | FLOOR | close (140 u) | none | no | 1 | adapts |
| skin-gold THE AUCTION | M realm | castle (lead) | FLOOR | close (160 u) | none | no | 1 | adapts |

**Multi-victim:** two, SPLICE (2) and COMPASS (3). They are within 1-2, so nothing is cut (see B).

**Works anywhere** (FLOOR only): blink, air-guitar, which-one, vanishing-act, pickpocket, flayed, the-interval, broken, DOUBLE TAKE, BUTTERFINGERS, CHAMELEON, FLIP BOOK, RED ICE, BLACKLIGHT, THE AUCTION. Plus behind-you, bear-hug and crossed-out wherever there's headroom, which is almost everywhere. That is 18 of 22.

**Element kills:**
- telefrag (a wall);
- chandelier (a hanging ring, else the cast one);
- compass (a platform, else an airborne third man);
- splice (two victims).

---

## knife.behind-you · BEHIND YOU · COMMON
- **Built on** the saloon. It owns the trap THE RULE OF THREE.
- **Needs:** FLOOR + headroom ≥ 200 u over the victim for the 45° over-the-head blinks.
- **range** close (120 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map with the headroom.
  - Under a balcony or low platform: the over-the-head arcs become blinks AROUND him at shoulder height (behind, then in front), and the taps still come from the side he isn't facing. Crafted; the rule of three reads the same.
  - Deep: he spins round slowly in the water each time, and the comedy timing stretches with the drift. The hinged head drifts down his back like a hood, and the fountain rises as a plume.
- **Gore ladder:**
  - three taps, three spins, folded arms:
    - all levels: same.
  - the level blink through the throat; the head drops back on a skin flap and hangs down his back like a hood; the stump fountains:
    - VH / H: as built;
    - M: no hinge. A dark gash across the throat; his HAT tips back off his head and hangs down his back on its chin strap (the hood image moves to the hat). He clutches his throat, kneels, goes down.
    - L: a white flare at the throat; his head snaps back, the hat drops back on its strap, and he kneels out cold.
    - VL: sparks; the hat on its strap; puff.

## knife.blink · BLINK. · COMMON
- **Built on** the backyard.
- **Needs:** FLOOR.
- **range** close (150 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the eyelid blackout works the same. Blind, he flails in slow drift, and the guts drift out in a cloud.
- **Gore ladder:**
  - the blink through the eyes during his eyelid blink; he opens them onto nothing, one dangling, one burst:
    - VH: same.
    - H: two dark sockets; no eye on a nerve.
    - M: no eye wound. A dark gash across both eyelids; the eyes are swollen shut. He flails blind.
    - L: the line flares white across his eyes: dazzled blind (white cartoon eyes), he swings at the air.
    - VL: stars in his eyes; he flails.
  - the second blink opens his belly; he kneels in his guts and folds:
    - H: a dark belly wound, no guts;
    - M: a dark gash; he kneels holding his belly and folds;
    - L: a white flare at the belly; he folds out cold;
    - VL: sparks; puff.

## knife.bear-hug · BEAR HUG · RARE
- **Built on** the backyard.
- **Needs:** FLOOR + headroom ≥ 200 u straight up. The blink goes up and out through the top of the hug.
- **range** pointBlank (72 u, grappled) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map with the headroom.
  - Under a low ceiling the blink goes up and BACK at 60°, out through his face over his shoulder, landing behind him. The same image.
  - Deep: lifted and squeezed in the water. The blink up through his face sends Faris up in a bubble tube, and the man's arms close on empty water: he drifts, hugging nothing.
- **Gore ladder:**
  - the lower jaw flies, the tongue drops; the skull cracks, the brain bulges:
    - VH: same.
    - H: the jaw flies; the skull crack is a dark wound, with no brain.
    - M: no jaw off. A dark gash from chin to brow; his head snaps back.
    - L: a white flare up his face; his head snaps back.
    - VL: sparks up his face.
  - his arms close tight on empty air; he stands hugging nothing, then pitches onto his face:
    - all levels: same (the signature image).
    - L: out cold.
    - VL: the puff when he lands.

## knife.air-guitar · AIR GUITAR · RARE
- **Built on** the Monsoon Rooftops in the rain.
- **Needs:** FLOOR.
- **range** close (140 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. The rain is the kill's own field (indoors it's the map's air instead: dust, spray).
  - Kitchen: the headphones are giant.
  - Deep: his headphones play muffled, bubbling music. He strums in slow drift; the hands drift off trailing threads; the headless body finishes the solo floating.
- **Gore ladder:**
  - strumming hand, fretting hand off; he strums on with the stumps, blood thrown in time:
    - VH / H: as built;
    - M: no hands off. Each blink leaves a dark gash at the wrist and the hand goes LIMP. He keeps playing with two floppy hands, perfectly in time.
    - L: white flares; limp hands keep strumming.
    - VL: sparks; the same.
  - the kneeling solo; the head off; the body finishes the solo and topples:
    - H: as built;
    - M: a dark gash at the neck; he topples mid-solo, still strumming;
    - L: out cold mid-solo;
    - VL: puff.
  - the headphones play on on the roof; Faris hangs them round his neck:
    - all levels: same.

## knife.which-one · WHICH ONE? · RARE
- **Built on** the backyard.
- **Needs:** FLOOR.
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the held ghosts are made of bubbles; when he punches one it bursts into a silver cloud. Stronger.
- **Gore ladder:**
  - he punches the ghosts:
    - all levels: same.
  - the low blink through the back of the knee; the leg comes out of its socket, the strands stretching and snapping, and drops away:
    - H: as built (tendonRip; dismemberment stays).
    - M: no leg off. A dark gash behind the knee. As the leg wrenches out of line, his boot LACES snap eyelet by eyelet, one strand at a time: the strand beat, kept. The leg buckles and he drops onto that knee.
    - L: a white flare behind the knee; the leg buckles; he drops out cold.
    - VL: sparks; puff.
  - he bleeds out on the stump:
    - M: a dark pool;
    - L / VL: none.

## knife.crossed-out · CROSSED OUT · RARE
- **Built on** the saloon.
- **Needs:** FLOOR + headroom ≥ 200 u for the two hop-blinks.
- **range** close (150 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map with the headroom.
  - Deep: the X glows in the water and its flaps drift open slowly.
- **Gore ladder:**
  - two blinks leave an X:
    - all levels: same (the X is the read).
    - VL: the X is white sparks.
  - the four flaps peel back, the ribs snap and splay:
    - H: the flaps open on a dark cavity; ribs only as an x-ray flash.
    - M: no opening. The X stays as two dark gashes, glowing violet at the crossing.
    - L: the X is a white glowing mark on his chest: crossed out.
  - he stares at his own heart; the third blink bursts it:
    - H: the third blink goes through the dark cavity;
    - M / L: the third blink goes through the centre of the X;
    - VL: sparks.
  - he sits down hard and topples:
    - all levels: same.
    - L: out cold.

## knife.vanishing-act · THE VANISHING ACT · EPIC
- **Built on** the saloon as a stage.
- **Needs:** FLOOR. The proscenium is a camera framing, not architecture.
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: underwater everything floats anyway, so the magic is the sections HOLDING their places against the drift until the snap. Then the current takes them apart and they sink. Crafted.
- **Gore ladder:**
  - the cape, three blinks through the cloth, the whisk:
    - all levels: same.
  - four sections floating apart, blood raining out, head blinking, feet wiggling, "h-help?":
    - H: as built;
    - M: no sections. The cape whisks away and he hangs in the air WHOLE, levitating, alive, with three dark gashes where the blinks went. "h-help?" The levitation is the trick.
    - L: levitating whole, no gashes.
    - VL: levitating in sparkles.
  - the snap; they crash to the boards in a heap:
    - M / L: he crashes to the boards in one piece;
    - VL: he crashes; puff.

## knife.chandelier · CHANDELIER · EPIC
- **Built on** the saloon: Faris on the balcony; the chandelier is cast ('beckon' + drip line from his hand).
- **Needs:**
  - a HANGING_HEAVY over the victim that is RING-shaped (a chandelier, a ring lamp, a cartwheel light, a pot rack). The real one is used, no cast.
  - Otherwise the kill's own cast chandelier from Faris's hand, as built (a heavy that isn't a ring, like the spike ball or the bell, breaks the hoop concept, so it isn't used).
  - Faris on a PLATFORM above, or headroom to blink up through the chain.
- **range** close (140 u) · **hazard** fire: the candles; the dropped ring stays a fallen hazard for the round · **air** no · **victims** 1.
- **Adapts:**
  - Dusty Saloon: the map's own chandelier, if TF-KILLS tags one; no cast.
  - Kitchen: the hanging POT RACK drops over him like a hoop, and its hooks go in at the shoulders. The pans clang round him. Crafted and better.
  - Clock Tower / castle / Pirate Ship: the cast chandelier.
  - Deep: the ring sinks slowly over him. The candles go out in puffs of steam (the game turns fire to steam underwater), the spikes go in in slow motion, and the weight drives him down to the sand.
- **Gore ladder:**
  - the ring stops on his shoulders with its spikes in:
    - H: the spikes go in as dark wounds;
    - M: no spikes in. The ring drops over him and stops on his shoulders, the spikes BENDING against him.
    - L / VL: the same.
  - candles tip, wax, little fires:
    - all levels: same (wax and flame; at M the wax splashes his clothes).
  - driven to his knees and flat inside the ring:
    - all levels: same.
    - L: out cold.
    - VL: puff.
  - Faris blows out the last candle:
    - all levels: same.

## knife.splice · SPLICE · EPIC · 2 victims
- **Built on** the castle.
- **Needs:**
  - FLOOR;
  - two foes in a line on the blink's 184 u;
  - real multi-kills only (brief §4).
- **range** close (110 / 160 u) · **hazard** none · **air** no · **victims** 2.
- **Adapts:**
  - Any map.
  - Deep: the top halves drift onto each other's legs in slow drift.
- **Gore ladder:**
  - one blink through both at the waist; each top half lands on the other's legs:
    - H: as built;
    - M: no halves. The blink cuts both JACKETS at the waist and drags them a step: each man ends up wearing the other's jacket top over his own trousers, two two-coloured men, with dark gashes at the waist.
    - L: the same jacket swap, no gashes.
    - VL: the same, with sparks.
  - "THESE AREN'T MINE"; the legs walk back toward their own tops; the seams tear; the two pairs of legs kneel facing each other:
    - M / L / VL: they stare at the wrong clothes ("THESE AREN'T MINE"), turn to each other, and collapse kneeling face to face.
    - VL: both puff.

## knife.compass · COMPASS · EPIC · 3 victims
- **Built on** the castle: west on the floor, north up through the one-way plank, south-east down from it.
- **Needs:**
  - FLOOR;
  - three foes on three sides;
  - one of them above, on a PLATFORM (one-way or a ledge), or, with no platform, airborne in a leap at Faris;
  - real 3-kills only. With 4+ victims, this plays and the rest die in the background.
- **range** pointBlank-close (60-130 u) · **hazard** none · **air** yes (the north man may be airborne) · **victims** 3.
- **Adapts:**
  - With a platform: as built.
  - Without one: the north blink goes steeply up into the third man mid-leap, and the south-east blink comes down from the top of that blink. A crafted variant.
  - Deep: three round him in open water (no plank needed: the third is above him in the water). The three die in drift on three bearings.
- **Gore ladder:**
  - a head off; a man legless on the plank; a diagonal top sliding off:
    - H: as built;
    - M: no parts. Three dark gashes in three places (the neck, the shins, the diagonal), and each man falls a DIFFERENT way. The first drops straight down; the second's legs go and he tips off the plank onto his back; the third folds along the diagonal. "Each dies a different way" is kept.
    - L: the same three falls, with flares.
    - VL: the same, with sparks and three puffs.
  - three dead in a triangle round him:
    - all levels: same.

## knife.telefrag · TELEFRAG · LEGENDARY
- **Built on** the castle tower. It uses the game's wall-stop rule.
- **Needs:**
  - a solid WALL or PILLAR behind the victim inside 184 u;
  - the blink stops dead at it exactly where he stands.
  - No wall: skipped (owed). The wall IS the concept.
- **range** mid (170 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - stone / wood / metal walls: the arrival flash scorches the surface behind him; wood splinters, metal rings.
  - Kitchen: the backsplash tiles.
  - Retro Desktop: a window frame taken as it is at the start.
  - Deep: a rock face or the hull. The liquefy burst is a slow red cloud blooming out of him round Faris, and the flat skin drifts down onto the sand. Stronger.
- **Gore ladder:**
  - two bodies can't share one space: he goes slack and pale, a sloshing skin full of blood, and empties in one splash round Faris's boots (bodyx liquefy 'burst'; done in code, off the swell-and-burst trap):
    - VH: same.
    - H: as built at 60%.
    - M: no liquefy. Displaced, he goes slack and pale and DROPS round Faris like an empty coat: his clothes collapse on the spot, with no blood. Faris stands in the heap.
    - L: he drops limp round Faris, out cold.
    - VL: he puffs into a cloud of dust exactly where Faris arrived; Faris coughs.
  - Faris stands ankle-deep, drenched:
    - M: Faris dusty and grey;
    - L: clean;
    - VL: dusted.

## knife.pickpocket · PICKPOCKET · LEGENDARY
- **Built on** the saloon.
- **Needs:** FLOOR.
- **range** close (150 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: each piece of loot drifts in Faris's palm. The guts rope floats in a cloud as it pulls him in.
- **Gore ladder** (the loot changes per level; the routine never does):
  - blink 1, the wallet (HEY!):
    - all levels: same.
  - blink 2, the front teeth held up beside Faris's grin (MY TEEF!):
    - H: as built;
    - M: no teeth. His GOLD CHAIN, held up glittering beside Faris's grin.
    - L / VL: the chain.
  - blink 3, the heart beating in Faris's palm:
    - H: no organ. His POCKET WATCH ticking in Faris's palm, and he clutches his chest.
    - M / L / VL: the watch (he hears it tick and clutches his chest).
  - blink 4, the end of his guts, pulled taut, yanking him off his feet to Faris's boots:
    - H: his BELT, pulled out through the loops in one long yank that whips him off his feet to Faris's boots.
    - M / L: the belt yank; his trousers drop as he lands. Faris drops the watch on him; it stops.
    - VL: the same, then the puff.

## knife.flayed · FLAYED · LEGENDARY
- **Built on** the backyard. It co-owns the trap "layer-by-layer strip to the skeleton" with laser.headwind.
- **Needs:** FLOOR. The skeleton stand is cast ('rip').
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Text:** the anatomy plate (ruled border, FIG. captions, leader-line labels) is the concept overlay, so it STAYS (ruling 14:25 names anatomy labels). Its labels never mirror.
- **Adapts:**
  - Any map.
  - Deep: each layer drifts off him in a cloud. The skeleton walks along the sand to the stand in slow drift and hangs itself up there. Stronger.
- **Gore ladder:**
  - marker lines, three blinks, stripped to muscle, then bone, then the skull:
    - VH: same.
    - H: skin to muscle as built. The BONE stage is shown as an x-ray FILM: FIG. 3 turns into a radiograph, and the skeleton is an x-ray silhouette from then on (bones only in x-ray).
    - M: no peel. Each blink INKS the next anatomy layer onto his skin, like a textbook overlay: red muscle linework, then white bone linework, then the skull. He stands a living anatomical diagram.
      - This is deliberately unlike laser.headwind's M version, which scorches clothes off layer by layer.
    - L: the same inked diagram.
    - VL: the diagram glows.
  - the skeleton walks to the stand, turns, and hangs itself up by the skull (FIG. 5, PROPERTY OF THE SCHOOL):
    - H: the x-ray skeleton does it.
    - M: the diagram man walks stiffly to the stand, turns, and drops at its foot. Faris hangs the plate's label (FIG. 5, PROPERTY OF THE SCHOOL) on the hook above him.
    - L: the same, he faints at the stand.
    - VL: he puffs at the stand; the label stays on the hook.

## knife.the-interval · THE INTERVAL · MYTHIC (death realm)
- **Built on** the rooftops (the lead-in); the realm is self-contained.
- **Needs:** FLOOR (the return).
- **range** close (100 u, a wrist grab) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. The violet smear crossing is screen-space, over the real map.
  - Deep: the smear streaks the water. Return: Faris arrives in a bubble tube, and the half drifts down a beat later, glowing violet at the cut.
  - Realm horror stays full at every gore level.
- **Gore ladder:**
  - the copies turn their heads with white eyes:
    - all levels: same.
  - only his left half arrives back on the roof, the cut face glowing violet:
    - VH / H: as built;
    - M: no half. He arrives WHOLE but drained to grey, like one of the frozen copies, a violet line glowing down his middle. The interval kept his colour, not his half. He stands a beat and falls.
    - L: the same grey arrival.
    - VL: the grey copy arrives and crumbles into violet dust.

## knife.broken · BROKEN · MYTHIC
- **Built on** the castle.
- **Needs:** FLOOR.
- **range** close (92 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: each loss drifts away in a cloud; the snapped tip sinks, turning.
- **Gore ladder:**
  - the blade picks up a crack per use (no numbers):
    - all levels: same.
  - fifteen blinks, each taking something (ear, fingers, forearms, backs of the knees, cheek, femorals, belly, shoulder, scalp, nose, jaw, chest):
    - H: as built for the parts. The chest opens as dark claws, with ribs only in an x-ray flash.
    - M: no parts off. Each blink takes something of his GEAR or leaves a dark gash, in the same order:
      - the ear: his earring;
      - the fingers: his rings and glove;
      - the forearms: both sleeves cut away;
      - the backs of the knees: dark gashes, and he kneels;
      - the cheek: a dark gash;
      - the femorals: dark gashes, a dark pool;
      - the belly and the shoulder: gashes, his strap cut;
      - the scalp: his hat;
      - the nose: a dark nick;
      - the jaw: his bandana;
      - the chest: three dark claw gashes.
    - L: gear only. His knees buckle on cue.
    - VL: sparks per blink, gear flying.
  - the fifteenth snaps the blade off in his heart; the heart beats round the steel slower and stops:
    - H: the blade snaps in a dark wound; the heartbeat seen as an x-ray inset round the steel.
    - M: the blade snaps with the tip in a dark wound; the heartbeat is only heard, slowing to nothing.
    - L: the blade snaps against his chest and the tip drops; his heartbeat sound slows to a stop as he goes out.
    - VL: the tip spins away in sparks; puff.
  - Faris drops the hilt on him:
    - all levels: same.

## knife.skin-classic · DOUBLE TAKE · COMMON (classic skin)
- **Built on** the rooftops.
- **Needs:** FLOOR.
- **range** close (120 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the spinning head unscrews off the stump in slow drift and floats up, still turning.
- **Gore ladder:**
  - his head whips left and right after each blink:
    - all levels: same.
  - on the third turn the head spins 2¼ turns in place on the cut neck and drops:
    - VH / H: as built;
    - M: no head off. A dark gash round the neck; on the third turn his head whips round TOO FAR with a crunch and stays facing backwards. The body takes one confused step and falls.
    - L: on the third turn his whole body spins round twice like a top, and he falls dizzy with stars, out cold.
    - VL: the same spin; stars; puff.
  - the body stands a moment longer:
    - all levels: same.

## knife.skin-taped · BUTTERFINGERS · RARE (taped skin)
- **Built on** the castle stones.
- **Done in code:** the tape repair is gone. The grip is now bound with a strip torn from the foe's own sleeve, knotted, so the "tape used on the victim" trap is avoided.
- **Needs:** FLOOR, with the victim standing on it (the knife drops through his foot).
- **range** close (140 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor: stone, boards, lawn, deck, grating. The knife sticks into the floor material with its own sound.
  - Deep: the slipping knife SINKS slowly, turning point-down, and spears his foot on the sand or deck. The film owns his stance there.
- **Gore ladder:**
  - the knife drops point first through his foot (THUNK):
    - M: as built with dark blood (a wound, no part off);
    - L: it sticks into the floor BETWEEN his feet, pinning his bootlace, and he trips when he steps;
    - VL: the same lace pin, with a spark.
  - yanked free; the sleeve-strip binding; the test toss:
    - all levels: same.
  - the head off on the clean blink:
    - H: as built;
    - M: a dark gash at the neck, and he drops;
    - L: a white flare, out cold;
    - VL: sparks; puff.

## knife.skin-camo · CHAMELEON · EPIC (camo skin)
- **Built on** the backyard. It owns "the wielder blending into the set".
- **Needs:** FLOOR.
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. Faris takes on whatever is really behind him on that arena.
  - Deep: the invisible Faris shows only as a refraction shimmer moving through the water. That's better than the land outline.
- **Gore ladder:**
  - cuts arrive out of nowhere (the arm off, a thigh, a cheek):
    - H: as built;
    - M: no arm off. Dark gashes arrive out of nowhere: the arm, the thigh, the cheek.
    - L: each invisible cut FLARES white on him from nowhere.
    - VL: sparks from nowhere.
  - "here." face to face; the last blink; the aorta jets on every heartbeat:
    - H: 60%;
    - M: a dark wound pumping, dark;
    - L: he drops out cold;
    - VL: puff.

## knife.skin-cartoon · FLIP BOOK · EPIC (cartoon skin)
- **Built on** the saloon, inside a school notebook page.
- **Needs:** FLOOR.
- **range** close (150 u) · **hazard** none · **air** no · **victims** 1.
- **Text:** the notebook frame (blue rules, red margin, page numbers, THE END) is the concept overlay, so it STAYS (ruling 14:25).
- **Adapts:**
  - Any map, drawn as pencil on the page.
  - Deep: the page is WET. The ink runs blue down the paper as each page turns, and the paper doll goes soggy and tears softly. Crafted.
- **Gore ladder:**
  - a doodled wound per page (zip! zap! zing!):
    - H: red doodles;
    - M: dark scribbles;
    - L: doodled BANDAGES;
    - VL: doodled stars.
  - he flattens into a white paper cut-out and tears in three along the cuts:
    - H: as built;
    - M: no tear. Faris CRUMPLES the paper doll into a ball and tosses it; it bounces off the margin.
    - L: the same crumple.
    - VL: a pencil eraser rubs him out, leaving eraser crumbs.
  - THE END, scribbled and underlined:
    - all levels: same.

## knife.skin-ice · RED ICE · LEGENDARY (ice skin)
- **Built on** the rooftops in snow.
- **Needs:** FLOOR.
- **range** close (122 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map; the snow is the kill's own field.
  - Deep: every spray freezes into a BRINICLE, the real underwater "icicle of death": a tube of ice reaching down from the wound and freezing as it grows. He becomes a porcupine of red brinicles. Stronger, and true.
- **Gore ladder:**
  - each spray freezes into red icicles along its line:
    - H: as built, slightly fewer spikes;
    - M: fewer, shorter dark-red spikes from three dark gashes;
    - L: no blood. WHITE frost spikes grow out of his breath and sweat;
    - VL: frost sparkles.
  - the porcupine; tink; he topples like a statue; the spikes snap into red crystals:
    - all levels: same.
    - L / VL: white crystals; at VL the puff.

## knife.skin-neon · BLACKLIGHT · LEGENDARY (neon skin)
- **Built on** the saloon, in total darkness.
- **Needs:** FLOOR.
- **range** close (140 u) · **hazard** none · **air** no · **victims** 1.
- **Switches:** "reduce flashing" tones the flicker before the UV reveal down to one slow fade-up.
- **Adapts:**
  - Any map; the darkness is a grade.
  - Deep: bioluminescent plankton replace the UV tube. Every blink path lights up as a glowing trail of plankton, and the spatter clouds glow. Crafted.
- **Gore ladder:**
  - cut apart in the dark (heard only):
    - all levels: same.
  - the UV reveal: glowing pieces in a room of glowing spatter:
    - H: as built;
    - M: he lies whole on the floor with glowing gashes, and the glowing spatter of the blink paths is fewer and dimmer;
    - L: no blood. The UV shows glowing scuff marks and FOOTPRINTS along every blink path, and him out cold;
    - VL: glowing dust motes trace the blink paths; he puffs.
  - Faris's crown and teeth the only lit things on him:
    - all levels: same.

## knife.skin-gold · THE AUCTION · MYTHIC (gold skin, death realm)
- **Built on** the castle (the lead-in); the auction hall is self-contained.
- **Done in code:**
  - The crossing is now a giant auctioneer's gavel knocking the castle into wooden splinters.
  - The return is a gold SOLD stamp slammed over the frame.
  - The old curtain crossing is gone.
  - **KIT-WORLD:** the 58k_REALMS.md row still shows the curtain and "CLASH"; please update it to the gavel / SOLD stamp.
- **Needs:** FLOOR (the return).
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. The gavel splinters the real map's picture.
  - Deep: the splinters float away instead of falling. The SOLD stamp's slam sends out a ring of bubbles, and the pieces with their gold tags settle on the sand.
  - Realm horror stays full at every gore level.
- **Gore ladder** (lot by lot; the sale never changes, the lots do):
  - left arm, right leg, the eyes, the head, each tagged SOLD:
    - H: as built; the eyes are dark sockets.
    - M: no parts. Each lot is something of his: his WATCH, his BOOTS, his SUNGLASSES (for "the eyes"). The last lot, "THE HEAD", is his NAME: the LOT card with his name is sold off his neck, and he's left kneeling, a nobody, with a SOLD tag hanging on him. A dark gash wherever a blink passed.
    - L: the same lots, no gashes.
    - VL: the same, and he puffs at the end, leaving the SOLD tag on the stones.

---

# BLINK KNIFE PLANS (new rules)

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s, single victim, no realms, no map-changing casts)
- They play in the black-magic zone on medium / big / event maps only.
- **Uniqueness:** ledger-checked 24 Oct. These were rejected:
  - a selfie burst (thammer.storm-chaser owns the victim's own camera recording his death);
  - a banana-peel split (pump.banana-peel);
  - an olé (smg.matador);
  - a tango dip (revolver.last-waltz).
- **Re-checked at 15:10** against the MID-ROUND lines that have landed. Two of my first five were dropped:
  - POINT TAKEN (the blink down his pointing arm): smg.mid-pew-pew (finger guns) and beam.mid-spot-weld (the line straight down his own aiming line) are too close.
  - NUTMEG (a wide stance, the blink between his legs, a forced split): thammer.mid-stride owns the wide stance and the full split.
  - POCKETS replaces one. The fifth slot is chosen at build time after a fresh sweep.
- Each mid gets its ledger line (`knife.mid-<id>`, under MID-ROUND) before it's built (rule 15:00).
- **Death families:** two RESTING, each the kill's whole concept (FIVE FINGER FILLET, POCKETS); two OPEN; the fifth is to pick. KIT-BODY reviews before I build.

1. **POCKETS** · death LIMBS (RESTING; the concept: his hands stay where he put them) + ARTERY
   - High concept: hands in his pockets, and that's where they stay.
   - Hook: he struts round Faris with both hands in his trouser pockets, jeering, too cool to fight.
   - Arc: Faris blinks past him at hip height, through both wrists. The man finally pulls his hands out to fight, and they don't come. Two empty cuffs; his hands are still in his pockets, bulging there. He stares at the stumps, then at his pockets.
   - Final image: him kneeling with his stumps raised, his two hands still in his pockets; Faris pats one pocket as he walks past.
   - Gore ladder:
     - XT: the stumps pump;
     - H: dark stumps;
     - M: no hands off. Dark gashes at both wrists; his hands go limp IN his pockets and won't come out. He shakes his arms, hands stuck, and topples face first, unable to break his fall.
     - L: a white flare at the wrists, the stuck hands, the face-first topple, out cold.
     - VL: sparks; the topple; puff.
   - range close · Deep: adapts (the hands stay in the floating pockets; the stumps trail threads).
2. **(slot)** chosen at build time, with a fresh sweep of every MID-ROUND line landed by then. It must be an OPEN / PREFERRED death not already on this page (the page has artery, spine, tendons and liquefy).
3. **FIVE FINGER FILLET** · death IMPALE (RESTING; the concept: his own knife game) + ARTERY
   - High concept: the knife game, and he loses to himself.
   - Hook: kneeling, he stabs his own knife between his spread fingers on the floor, faster and faster, grinning at Faris.
   - Arc: Faris kneels opposite and plays it back with his own knife, impossibly fast (acting, not an attack). The man speeds up to match and drives his knife through his own hand. As he screams, Faris blinks once along the pinned arm, opening the brachial artery from wrist to elbow.
   - Final image: the man slumped over his own hand, still pinned to the floor by his own knife; Faris's hand opposite, spread and untouched.
   - Gore ladder:
     - XT: the knife through the hand, the opened arm pumping;
     - M: the knife through the hand as a dark wound; a dark gash along the arm.
     - L: his knife sticks in the floor between two fingers, a near miss; Faris's blink flares, and he drops out cold over his hand.
     - VL: the same with sparks; puff.
   - range close · Deep: skipped (needs a floor).
4. **EMPTY COAT** · death ARTERY (OPEN, 14)
   - High concept: the escape artist's coat trick, played with a teleport.
   - Hook: he grabs Faris by the lapels and hauls him nose to nose, snarling.
   - Arc: Faris blinks backward out of his own coat, straight through the man at the neck (they are that close), and arrives behind him in shirtsleeves. The man stands holding the empty coat up in front of his face, staring into it. Then the coat's collar fills with red, and he drops, still clutching it.
   - Final image: Faris takes the coat back off the body, shakes it out, and puts it on.
   - It customises the throat death: no hands on the throat; the coat filling red is the image.
   - Gore ladder:
     - XT: the coat floods red;
     - M: a dark gash, the coat collar darkens;
     - L: a white flare at the neck, and he drops out cold holding the coat;
     - VL: sparks, he holds the coat, puff (the coat drops empty).
   - range pointBlank · Deep: adapts (the empty coat billows in the water like a jellyfish).
5. **KNUCKLES** · death SPINE (OPEN, 13)
   - High concept: the menacing knuckle-crack, and the last crack is his.
   - Hook: he cracks his knuckles at Faris, one hand, then the other (crack, crack), and tilts his head to crack his neck.
   - Arc: on the neck tilt, Faris blinks through the back of his neck. The crick becomes the CRACK: he drops straight down where he stands, like a machine switched off, fingers still laced, eyes open.
   - Final image: a heap on the floor exactly in his own footprint, the laced hands on top, one finger twitching.
   - Gore ladder:
     - XT: an x-ray flash of the cut vertebra, blood from the nape;
     - H: the x-ray flash, a dark wound;
     - M: a dark gash at the nape, the drop;
     - L: a white flare, the drop, out cold;
     - VL: sparks at the nape; the drop; puff.
   - range close · Deep: adapts (he sinks straight down into a heap on the sand in slow drift).
   - Unlike smg.xray-chain (folds backwards at the waist) and laser GLOW STICK (snapped over the edge), he drops straight down into his own footprint.

## B · MULTI-VICTIM TRIM
- The page has two multi-victim films, SPLICE (2) and COMPASS (3). Two is within 1-2, so nothing is cut.
- If the coordinator wants only one: keep SPLICE (it plays on the commoner 2-kill trigger and its swap is the stronger idea). COMPASS would be replaced by a single-victim kill.

## C · UNDERWATER KILLS FOR THE DEEP (≥ 2, new big films)
1. **THE VOID LINE** · LEGENDARY · single · death SHRINK-WRAP / VACUUM (PREFERRED, 0 uses)
   - Concept: a teleport through water leaves a hole in the sea.
   - Arc:
     - Faris blinks through him. For one frame the blink's line is a tube of NOTHING through the water and through him: the water is gone along it.
     - Then the sea slams back into the tube with a deep thump.
     - The implosion sucks his skin tight along the line, vacuum-packed: a band round his middle where every rib and tendon shows through skin shrunk onto the bone, pinching him like an hourglass.
   - Final image: him drifting, pinched at the waist like an hourglass, a column of displaced bubbles still rising off the line.
   - Needs: UNDERWATER.
   - Gore ladder:
     - XT: the band splits and threads of blood unspool;
     - H: a dark band;
     - M: his clothes are sucked tight into the pinch, with no blood;
     - L: the same pinch;
     - VL: a burst of bubbles, and he fades in them.
   - range close.
   - Unlike beam.vacuum-packed (a poncho shrinking onto him): here it's the sea itself closing on one line.
2. **SINKER** · EPIC · single · death DROWN / SINK (OPEN, 7)
   - Concept: the blink takes the air out of him.
   - Arc:
     - One blink through both lungs. His air leaves him in two silver streams of bubbles from his back, and he's heavier than the water now.
     - He claws upward at the two rising streams but sinks like a stone, and the camera holds the two motions at once: the bubbles going up, him going down.
   - Final image: a split frame. His last breath breaks the bright surface above at the same moment his body settles on the sand below in a puff of silt.
   - Needs: UNDERWATER.
   - Gore ladder:
     - XT: the bubbles come out pink with threads of blood;
     - M: silver bubbles, a dark wound;
     - L: the bubbles from his mouth, and he sinks limp;
     - VL: the bubbles, and he fades on the sand.
   - range close.
   - Unlike E's spare ANCHORED (the camera rides him down until only his eyes glint), SINKER is the double image of up and down at once.

## D · OLD FINISHER REMAKES (`38_fin_kills2.js`: knife ALREADY DEAD (EXISTING), BEHEADED (EXISTING))
- **ALREADY DEAD: not remade.**
  - Its core is "the cut appears a beat later".
  - That is the speed sabre's owned late cut (delayed damage, TRAPS), and its title is fists.seven-points' owned line ("you are already dead").
- **BEHEADED: not remade.**
  - It's the generic class finisher (a knee, two slashes, a spinning cut takes the head), and DECAPITATION is RESTING.
  - The knife page already has six head-off moments: behind-you, air-guitar, compass, DOUBLE TAKE, BUTTERFINGERS, THE AUCTION.
- Both old ones retire when this page ships (K4.9).

## Pending items from before the Q&A (all done in code)
- TELEFRAG's death is off swell-and-burst: bodyx liquefy 'burst' (it empties, it doesn't swell).
- BUTTERFINGERS has no tape repair: a strip torn from the foe's sleeve is knotted round the grip.
- THE AUCTION has its own crossing: the gavel splinters and the SOLD stamp return. KIT-WORLD still needs to update the REALMS row.

## Resolved by the coordinator's rulings (brief §9)
- **Text:** the FLAYED anatomy plate, the FLIP BOOK notebook and the AUCTION LOT card / SOLD tags are concept overlays, so they stay (14:25 / 15:05).

## P2.1 CODE TASKS
- Add `needs`, `range` (FH bands), `hazard` (the fixed set), `air`, `victims` to all 22 defs, as in the summary.
- `s.el` lookups:
  - telefrag: a solid WALL / PILLAR behind;
  - chandelier: a ring-shaped HANGING_HEAVY (else the cast);
  - compass: a PLATFORM above (else the airborne-third-man variant).
- Headroom checks for the over-the-head and upward blinks (behind-you, bear-hug, crossed-out) with their crafted low-ceiling variants.
- The gear substitutes at M / L / VL (the hat strap, the boot laces, the jacket swap, the loot, the lots).
- The Deep variants (bubble ghosts, brinicles, plankton, the floating loot).
- The end title cards move to the recap card (the shell does it).
