# CONVERSION SHEET · PISTOL (`58k_w_pistol_1/2/3.js` + `58k_w_pistol_skins.js`, KILLPAGES-A) · 32 kills (25 new + 7 skins) + the page plan
P0.10, written 24 Oct against the new brief. This sheet changes no code. P2.1 applies it once P0.4 (gore ladder: live), P0.6 (recap, SKIP, MID-ROUND, def fields: live), P0.7 (`s.el`: live) and P1.1 (the map switcher) have landed.

**The rule for every adaptation (brief §0):** an adapted version is as crafted, as long and as gory at EXTREME as the original. A different map, gore level or facing gets its own drawn variant of the beat. It is never a cheaper fallback.

## Legend
- **Range bands** are the same as the other sheets:
  - pointBlank ≤ 1.5 m;
  - close 1.5-4 m;
  - mid 4-10 m;
  - far > 10 m.
  - measured in fighter heights (brief §3): 1 FH = 72 page u = 1.8 m; pointBlank ≤ 0.8 FH, close 0.8-2.2 FH, mid 2.2-5.5 FH, far beyond.
- **The real gun, v4 game** (`WeaponDefs.cs`, StickFight-dev):
  - mag **6**, **12 rounds a pickup**, reload **0.85 s**;
  - rate 5 / s, dmg 26, knockback 2.3, range 9 m (damage fall-off), spread 0.03, recoil 0.9.
  - Kills that fire more than 6 without a reload are fixed with a crafted on-screen reload (mag out, slap, rack), never by cutting rounds. Only KINTSUGI does (10 rounds).
- **Gore columns** (brief §6): EXTREME (XT) is the built version. Each gore beat gets its own crafted line per level.
  - VERY HIGH is always "all anatomy, ~80% blood, stains fade, no screen splatter"; it's listed only when it changes more than that.
  - HIGH: dismemberment stays; organs / brain become dark wounds; bones only in x-ray.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast and cuts are dark gashes (the shell does `s.cut / slice / halve / headSlice / scalp / headPop` automatically);
    - at LOW and VERY LOW the set pieces, realm and atmosphere stay at full strength;
    - every VERY LOW death ends in the shell's puff fade-out 1.2 s after the K.O., with sparks / dust / stars instead of blood;
    - LOW shows knockout stars on the dead;
    - **sound** follows P0.12 (dry at LOW / VERY LOW).
- **Text (brief §4 + the coordinator's P0.6 ruling):**
  - The kill's name card / caption card and the victim line now play in the RECAP after the film (done by the shell for every kill below).
  - Kept, because they are the kill's own story or art: speech bubbles, comic SFX words, in-world writing (the WANTED poster, the museum label, the toe tag, the score sheet) and concept overlays (the race HUD, the photo-finish strip, the lock HUD).
  - A title stamp that only names the kill moves to the recap (shell).
- **Deep** = The Deep: underwater all match. Rounds slow to 7 m/s with bubble trails, blood makes clouds, bodies float. "adapts" means the crafted underwater version is described; "skip" means skipped there (owed).
- **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | rounds | Deep |
|---|---|---|---|---|---|---|---|---|---|
| last-round | M | castle, moon behind | FLOOR (a bright backdrop optional) | close | none | no | 1 | 1 (after a dry click) | adapts |
| toe-tag | M realm | rooftops → THE COLD ROOM | FLOOR | close | none | yes | 1 | 3 | adapts |
| split-decision | M | castle tower | WALL \| PILLAR within 3 m behind V | close | none | yes | 1 | 1 | adapts |
| the-pendulum | L | castle (cast lamp) | HANGING_HEAVY over V, or the cast lamp + a CEILING \| PLATFORM underside to hang it from | close | none | no | 1 | 5 | adapts |
| the-gap | L | saloon | FLOOR + a 2nd figure (the hostage) | mid | none | no | 1 (+ a hostage who lives) | 1 | adapts |
| overflow | L | rooftops (rain) | FLOOR + rain (outdoor), else LIQUID within reach, else the cast cloud | close → pointBlank | none | no | 1 | 2 | adapts |
| down-the-barrel | L | backyard | FLOOR | pointBlank | none | no | 1 | 1 | adapts |
| hung-on-the-wall | L realm | saloon → THE GALLERY | WALL \| BACKDROP behind V | mid → close | none | no | 1 | 2 | adapts |
| red-light | E | backyard lawn | FLOOR run ≥ 12 m | far → pointBlank | none | no | 1 | 2 | skip |
| gun-kata | E | backyard | FLOOR; V holds a gun | pointBlank | none | no | 1 | 2 (+ his own gun) | adapts |
| photo-finish | E | rooftops | FLOOR run ≥ 10 m | close | none | yes (the dive) | 1 | 1 | skip |
| interrogation | E | castle (cast chair + bulb) | FLOOR | close | none | no | 1 | 4 | adapts |
| apple-of-my-eye | E | saloon | FLOOR run ≥ 6 m | mid | none | no | 1 | 2 | adapts |
| firing-squad | E | castle wall | WALL \| PILLAR behind V + FLOOR ≥ 6 m in front | mid | none | no | 1 | 6 | skip |
| stained-glass | E | castle tower | WALL \| PILLAR \| BACKDROP behind V | close (below V) | none | no | 1 | 1 | adapts |
| crowd-control | R | backyard | FLOOR line ≥ 8 m + a 2nd foe | mid | none | no | **2** | 1 | adapts |
| the-jam | R | castle | FLOOR ≥ 4 m in front | close → pointBlank | none | no | 1 | 1 (jam, clear, 1) | adapts |
| campfire | R | backyard (cast fire) | FLOOR (not liquid) | close | fire (the cast fire) | no | 1 | 1 | skip |
| voodoo-poster | R | saloon wall (cast poster) | WALL \| PILLAR \| BACKDROP within 4 m of Faris | mid | none | no | 1 | 4 | adapts |
| call-dropped | R | rooftops (night) | FLOOR | pointBlank | none | no | 1 | 1 | adapts |
| checkmate | R | castle (cast board) | FLOOR ≥ 5 m (flat) | mid | none | no | 1 | 4 | skip |
| six-feet | C | backyard | FLOOR | pointBlank | none | no | 1 | 1 | adapts |
| bubble-gum | C | rooftops | FLOOR | mid | none | no | 1 | 1 | adapts |
| call-it | C | saloon | FLOOR | close | none | no | 1 | 1 | adapts |
| going-down | C | saloon balconies | 2-3 stacked PLATFORM levels over FLOOR, or a PLATFORM + DROP | mid (vertical) | fall | yes | 1 | 3 | skip |
| skin-classic WHITE DOVES | C | backyard lawn | FLOOR ≥ 5 m behind Faris | mid | none | no | 1 | 6 | adapts |
| skin-taped THUP | R | saloon | FLOOR + a bystander (or none) | pointBlank | none | no | 1 | 1 | adapts |
| skin-camo BEAR TRAP | E | backyard | FLOOR (soft or hard) | close | spikes (the trap) | no | 1 | 1 | skip |
| skin-cartoon GOOD BOY | E | castle | FLOOR + something to hide behind (WALL \| PILLAR \| PLATFORM \| BIG_PROP) | mid → far | none | yes | 1 | 1 | adapts |
| skin-ice ICICLE | L | saloon | CEILING \| PLATFORM underside over V | close | spikes (the icicle) | no | 1 | 6 | adapts |
| skin-neon TARGET LOCK | L | rooftops | FLOOR | mid | none | no | 1 | 6 | adapts |
| skin-gold KINTSUGI | M | castle (cast plinth) | FLOOR | close | none | no | 1 | 10 → 6 + reload + 4 | adapts |

- **Multi-victim films:** only CROWD CONTROL (2). THE GAP and THUP have a second figure who lives. The page is within the 1-2 rule as it stands.
- **Works anywhere** (no element but a floor): last-round, toe-tag, down-the-barrel, gun-kata, interrogation, call-dropped, six-feet, bubble-gum, call-it, the-jam, THUP, TARGET LOCK, KINTSUGI. That's 13 of 32, so feature-poor maps still rotate well.

---

## pistol.last-round · LAST ROUND · MYTHIC
- **Built on** the castle at night: an empty click, the 3D pistol toss, one round through the raised palm into the eye. The see-through head hole frames the moon.
- **Needs:** FLOOR. What shows through the hole is whatever is behind him: the moon (castle, Monsoon Rooftops, Pirate Ship at night), a lit window (Tower Block), a neon sign (Pinball Arcade), the sun (Desert Forts). `s.el('LIGHT', {near: 'victim', side: 'behind'})` picks the brightest thing on the line from Faris through his eye. Without one, the hole frames Faris himself, small and crowned, as the camera looks through it.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** the empty CLICK is real: the kill only plays when Faris is on his last round (the shell gives the film the round count); with more than one left, the click is the dry-fire of a cleared chamber. 1 round.
- **Deep:** the toss turns slowly in the water; the round crawls with a bubble trail through the palm. The hole frames the surface light rippling above. Fingers and blood drift up in a cloud.
- **Gore ladder:**
  - the palm (fingers fly) and the eye; the corkscrew fall; the see-through hole:
    - H: unchanged except that the hole's rim shows no bone.
    - M: the round leaves a dark hole in the palm; the fingers stay. The eye becomes a dark wound and the head hole is a dark ring, not see-through. The final image still frames the moon: it rises exactly in the gap between his spread fingers as his raised hand drops.
    - L: a dark puff off the palm, a puff at the brow; he corkscrews down out cold. The moon sits in the gap between the fingers of the hand that stays raised a beat.
    - VL: sparks off the palm and the brow, stars over the corkscrew; the puff fade-out leaves the moon alone in the frame.

## pistol.toe-tag · TOE TAG · MYTHIC (realm: THE COLD ROOM)
- **Built on** the rooftops for the lead-in; the realm is drawn, so nothing of the map is used after the crossing ('a.flicker').
- **Needs:** FLOOR. The crossing starts from any lit arena: the failing fluorescent stutter flickers the real arena's own lights first (`s.el('LIGHT')` if there is one, else the frame's grade). The return ('a.lightning') lands in the real arena where she stood.
- **range** close · **hazard** none · **air** yes (an airborne victim crosses mid-leap and lands under a sheet) · **victims** 1.
- **Real gun:** 3 rounds through the sheet. Fits.
- **Deep:** the realm is dry (realms keep their own world). The return drops her body into the water, still wrapped in the wet sheet, sinking with the toe tag turning.
- **Gore ladder:**
  - three rounds through the sheet; her face soaks up through the cloth:
    - H: unchanged (no anatomy shows).
    - M: three dark holes in the sheet. The cloth over her face darkens to a grey stain shaped like her face, and the fog of her last breath stops mid-rise.
    - L: three small dark puffs through the cloth. The sheet settles flat over her face, the fog stops, and the drawer rolls shut.
    - VL: three puffs of dust from the sheet, the fog breaks into frost glitter; the drawer rolls shut on the puff.

## pistol.split-decision · SPLIT DECISION · MYTHIC
- **Built on** the castle tower: the deflected knife pins his raised hand into the tower stone.
- **Needs:** a WALL or PILLAR within 3 m behind the victim, from `s.el('WALL', {near: 'victim', side: 'behind', max: {d: 3}})`. Otherwise a BREAKABLE_HEAVY, a BIG_PROP (Kitchen: the knife block's side), a ship's mast, or a closed door (OPENING). With none at all, the knife pins his hand to the FLOOR instead: he's left kneeling, nailed down by the palm. That's a crafted variant with the same blood-run, which pools rather than runs.
- **range** close · **hazard** none · **air** yes (thrown mid-leap, he hangs from the knife at that height) · **victims** 1.
- **Surface variants of the pin and the blood-run:** stone (built), wood (the blade bites deep; the blood follows the grain), metal (sparks as it hits, the knife quivers; blood runs straight), glass (Sunken Lab: a spider crack round the blade).
- **Deep:** the knife spins slowly; the split round leaves two bubble threads. He hangs from the pinned hand, floating, his blood rising as a cloud instead of running down.
- **Gore ladder:**
  - the two eyes (sockets), the pinned hand bleeding down the wall:
    - H: sockets as dark wounds.
    - M: both eyes become dark wounds behind a swollen brow; the knife pins his sleeve and palm with a dark gash. The run on the wall is a thin dark line.
    - L: two puffs at the eyes; he's pinned by the cuff, hanging limp and out cold.
    - VL: two spark flashes at the eyes, stars over his head; he hangs from the cuff, then puffs away, leaving the knife quivering in the stone.

## pistol.the-pendulum · THE PENDULUM · LEGENDARY
- **Built on** the castle, with a saw-toothed lamp cast from Faris's hand.
- **Needs:** a HANGING_HEAVY over the victim: the saloon chandelier, the castle spike ball, the Clock Tower bell, a crane hook (Military Base) or a lamp. With a real one, the kill uses it: the saw teeth are the kill's own cast addition clamped onto the real fixture's rim. With none, the cast lamp (as built) hangs from the nearest CEILING / PLATFORM underside. On an open-sky map, the cast lamp's chain disappears up out of frame (the castInk line draws the chain upward too).
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** the kneecap, the ping, then three chain shots = 5. Fits one magazine.
- **Moving maps:** the Clock Tower bell already swings; Faris times his chain shots to its real period, not the cast metronome. A moving deck (Pirate Ship) gives the pendulum an extra sway.
- **Deep:** the pendulum swings slow and heavy through the water; each pass trails a bubble arc. The decapitation releases a blood cloud that billows on the down-swing.
- **Gore ladder:**
  - each pass lower (crown, nose), then the decapitation; the kneeling body pumping:
    - H: unchanged (dismemberment stays).
    - M: the passes leave dark gashes (crown, bridge of the nose). The last pass doesn't take the head: the lamp's teeth catch his collar and hoist him up off his knees, kicking, and the swing carries him away into the dark and back, limp, a dark gash across his throat.
    - L: each pass knocks his head back with a puff. The last one swats him flat on his back, out cold, the lamp swinging on over him.
    - VL: sparks off the teeth on every pass, stars as the last pass knocks him flat; the puff fade-out takes him from under the swinging lamp.

## pistol.the-gap · THE GAP · LEGENDARY
- **Built on** the saloon: a gunman holds the hostage; one round threads between her crown and his gun arm.
- **Needs:** FLOOR, and the hostage. The hostage is the kill's own figure, a victim role who lives, so a second real foe isn't needed. If a second real enemy is close, she can be that enemy, still left alive (she flees in the exit). His dead finger fires into the nearest thing above him: `s.el('CEILING' | 'PLATFORM' | 'LIGHT' | 'BREAKABLE_LIGHT', {side: 'above'})`. A LIGHT he hits goes out with a pop; open sky takes the round into the clouds with a distant pigeon flap.
- **range** mid · **hazard** none · **air** no · **victims** 1 (+ 1 who lives).
- **Deep:** the round crawls through the gap leaving a bubble thread; the cut hair drifts. His dead finger's shot is a slow bubble line upward.
- **Gore ladder:**
  - the eye on its nerve (it's the whole point of the gap) and the exit spray:
    - H: the eye becomes a dark wound; the exit spray stays at 60%.
    - M: the round lands as a dark wound at the eye. The cut hair lock still drifts down past her face.
    - L: a dark puff at his eye; he goes over backwards, out cold, dragging her down to her knees.
    - VL: a spark at his eye, stars; the puff fade-out takes him while she kneels, untouched, with the cut lock in her palm.

## pistol.overflow · OVERFLOW · LEGENDARY
- **Built on** the monsoon rooftops: the rain fills his opened chest like a cup around the beating heart.
- **Needs:** FLOOR, plus a water source over him, tried in this order:
  1. real rain (Monsoon Rooftops; any outdoor map in rain);
  2. a LIQUID / water element over or beside him (Sunken Lab leaks, the Kitchen tap or a dripping sink, the Pirate Ship's sea spray). Faris shoots the pipe / tap / bucket so it pours into the chest. That's a crafted second shot.
  3. Otherwise Faris casts a small storm cloud from his palm. It's the kill's own cast prop, never a map copy.
- **range** close → pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 2 rounds (3 when a pipe is shot). Fits.
- **Deep:** reversed. The open chest fills with his own blood, which rises out of it in a slow red column instead of overflowing. Faris holds his palm under it the way he held it out to the rain.
- **Gore ladder:**
  - the chest split open, the beating heart in a cup of rain, the shot, the red overflow:
    - H: the opened chest shows a dark wound bowl with the beat as a pulse of dark red light; the rain fills it.
    - M: no opening. The first round knocks him flat on his back, and the rain pools in the hollow of his chest where his shirt is torn, over a dark wound. The second round strikes the water: it splashes up dark red, and the overflow runs down both sides into the puddles.
    - L: the rain pools on his chest; the second round makes the pool jump, a dark puff, and he goes still.
    - VL: the round splashes clear water up in a sparkling crown; stars; he puffs away, leaving the puddle the shape of him.

## pistol.down-the-barrel · DOWN THE BARREL · LEGENDARY
- **Built on** the backyard. Nothing of the map is used: the inside of the barrel fills the frame.
- **Needs:** FLOOR (she kneels).
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Death family flag:** the finish (a hole between the eyes, the back of the skull cracks, the brain splats) leans on SKULL / BRAIN, which is RESTING. KIT-BODY suggested `s.liquefy(V, t, {style: 'drain', liquid: 'blood', at: <the forehead hole>})`: the single entry wound becomes the only way out, and she empties through it in an arcing jet until her skin folds over her knees. P2.1 swaps the finish to this crafted drain; the inside-the-barrel shot and the spit stay. It's a stronger final image and still looking down the barrel.
- **Deep:** her spit becomes a slow bubble that drifts onto the muzzle. The drain empties her into a red cloud that fills the barrel's view.
- **Gore ladder (with the drain finish):**
  - the forehead hole and the drain:
    - H: unchanged (no organs).
    - M: a dark hole between the eyes. Instead of draining she sags slowly onto her heels, eyes open, and the spit on the muzzle runs down the barrel.
    - L: a dark puff at the brow; she tips back onto her heels, out cold, the spit dripping off the muzzle.
    - VL: a spark at the brow, stars, the puff fade-out. Faris still wipes the muzzle on his sleeve.

## pistol.hung-on-the-wall · HUNG ON THE WALL · LEGENDARY (realm: THE GALLERY)
- **Built on** the saloon, then the realm (an empty gilt frame on the saloon wall; 'a.gild' / 'a.tear').
- **Needs:** a WALL or BACKDROP behind the victim for the empty frame to hang on (any wall, a PILLAR face, a container side, the Kitchen's tiled backsplash). On an open map (Desert Forts dunes, the ship deck), the frame stands on an easel on the FLOOR as the kill's own cast prop. The crossing gilds whatever is behind him.
- **range** mid → close · **hazard** none · **air** no · **victims** 1.
- **Deep:** the canvas is under water; the oil paint clouds as he flattens into it, then sets. The return lands the broken frame on the sea floor, sinking slowly.
- **Gore ladder:**
  - the chest round, the flat oil portrait with its open mouth, the painted blood:
    - H: unchanged.
    - M: the round leaves a dark wound; the portrait's painted shirt carries a dark stain where the round went in. The other portraits still close their eyes.
    - L: a puff; he flattens into the canvas with his eyes shut, like a sleeping portrait.
    - VL: sparks; the portrait is painted with stars round his head (a cartoon KO in oils), then the puff.

## pistol.red-light · RED LIGHT · EPIC
- **Built on** the backyard lawn: a long run, a cast traffic light behind Faris and a cast finish flag.
- **Needs:** a FLOOR run of at least 12 m from the victim to Faris (three green-light dashes and a limp). On shorter floors, the rounds compress: one stride per green light. That's still 3 rounds of the game, each red light caught mid-stride. The light and flag are the kill's own casts.
- **range** far → pointBlank · **hazard** none · **air** no · **victims** 1.
- **The fly:** the kill's own drawn creature on every map, never a map CREATURE.
- **Deep:** skipped (the stride-freezes need ground, and a fly can't fly under water).
- **Gore ladder:**
  - through the foot (red prints after), the eye bursting under the fly, dead on her feet:
    - H: the eye becomes a dark wound.
    - M: the foot round leaves a dark hole in the shoe and she limps on without prints. The eye round is a dark wound. She still stands dead until "green light".
    - L: a puff off the shoe, then a puff at her brow. She's out cold on her feet, swaying, and topples over the line at "green light".
    - VL: sparks off the shoe, a spark at the brow; stars circle her frozen head until "green light", then she falls over the line and puffs away. The fly lands where she was.

## pistol.gun-kata · GUN KATA · EPIC
- **Built on** the backyard. Nothing of the map is used.
- **Needs:** FLOOR; the victim holds a gun (the real lead-in weapon). If the victim's real weapon is melee, the first parry knocks the blade spinning instead, and the last move is the blade through his own temple: a crafted variant.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** Faris fires 2 (the wrist, the final); the final round is from the victim's gun.
- **Text:** the brush numerals are part of the form: kept.
- **Deep:** the form slows to a drifting dance, the spinning pistol turns slowly overhead; the marks bloom as small blood clouds.
- **Gore ladder:**
  - wrist, elbow, knee, collarbone, temple:
    - H: unchanged.
    - M: each mark is a dark ring with no break visible; the joints buckle without the snap angle. The temple round leaves a dark wound.
    - L: each contact is a puff with a red ring mark; the last is a puff at the temple and he folds out cold.
    - VL: each contact sparks and leaves a gold ring mark; stars on the last; the puff.

## pistol.photo-finish · PHOTO FINISH · EPIC
- **Built on** the rooftops: a race along the roof to a cast finish tape.
- **Needs:** a FLOOR run of at least 10 m with no DROP across it (or a GAP short enough to jump, which becomes the race's hurdle).
- **range** close (neck and neck) · **hazard** none · **air** yes (the dive at the line) · **victims** 1.
- **Text:** the race HUD and the photo-finish strip are the concept: kept.
- **Deep:** skipped (a footrace needs ground).
- **Gore ladder:**
  - through the lungs, the collapse, the pink froth:
    - H: the lungs show as a dark wound pulse.
    - M: a dark wound in the chest; he wheezes and folds onto the torn tape with no froth.
    - L: a puff; he sinks to his knees, out of breath and out cold, onto the tape.
    - VL: sparks; he folds onto the tape, stars, the puff. The photo-finish strip still shows the crown first.

## pistol.interrogation · INTERROGATION · EPIC
- **Built on** the castle. The chair and the bulb are cast.
- **Needs:** FLOOR. The bulb is the kill's own; if a real LIGHT hangs over the victim, the cast bulb is clamped onto its cord, and shooting it puts the real light out too.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 2 kneecaps, the bulb, the shot in the dark = 4. Fits.
- **Text:** none in the action; the lie-detector flicker is the light itself.
- **Deep:** the bulb fizzes and dims under water; the dark shot is lit by its own muzzle flash in a cloud.
- **Gore ladder:**
  - both kneecaps, the single lit frame of her head snapping back:
    - H: unchanged.
    - M: dark wounds at the knees; the lit frame shows her head snapping back with a dark wound, no spray.
    - L: puffs at the knees; the lit frame shows her slumped in the chair, out cold.
    - VL: sparks at the knees; the lit frame shows stars round her head; the chair tips, the puff.

## pistol.apple-of-my-eye · APPLE OF MY EYE · EPIC
- **Built on** the saloon floor (ten paces).
- **Needs:** a FLOOR run of at least 6 m. On shorter floors Faris counts five paces.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Text:** the counted paces are spoken (bubbles): kept.
- **Deep:** the apple floats up off his head; the second apple drifts slowly into his mouth.
- **Gore ladder:**
  - apple pulp, teeth and skull out of the back of the head (SKULL / BRAIN RESTING): the apple IS the concept, so the finish stays, drawn as apple-and-gore. KIT-BODY's review applies at P2.1.
    - H: apple pulp and a dark exit wound (no skull pieces).
    - M: the round blasts the apple out of his mouth in a spray of pulp; he chokes on the core and topples, a dark wound at the cheek.
    - L: the apple bursts in his mouth in a puff of pulp; he falls back out cold, cheeks full.
    - VL: the apple bursts into sparkling juice and pulp; stars; the puff. Faris still chews.

## pistol.firing-squad · FIRING SQUAD OF ONE · EPIC
- **Built on** the castle wall: the post line and the wall behind her.
- **Needs:** a WALL or PILLAR behind her, and a FLOOR of at least 6 m in front for the line of ghost posts.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 5 volley rounds and the coup de grâce = 6, exactly one magazine. Faris's ghosts are him; every round is his.
- **Text:** READY / AIM / FIRE are spoken: kept.
- **Deep:** skipped (the line of ghosts needs ground to stand on).
- **Gore ladder:**
  - five rounds through the heart in one group; the blindfold falls before she does:
    - H: the group is a dark wound; the spray is 60%.
    - M: a dark group over the heart; she sags against the wall, and the blindfold still falls first.
    - L: five puffs; she slumps out cold. The blindfold falls.
    - VL: five sparks in a tight star; she slides down the wall with stars round her head, and the puff. The blindfold falls last.

## pistol.stained-glass · STAINED GLASS · EPIC
- **Built on** the castle tower: a gothic window cast round him.
- **Needs:** a WALL, PILLAR or BACKDROP behind him for the window to draw on. In the open, the window stands free as a cast tracery frame; the sky behind it shows through the glass.
- **range** close (Faris below him) · **hazard** none · **air** no · **victims** 1.
- **Deep:** the window's colours fall through the water as shafts of coloured light; the shards sink and turn, blood drifting from them.
- **Gore ladder:**
  - he turns to glass, then shatters into coloured glass and blood (SHATTER RESTING; it IS the concept, a stained-glass saint, unlike every other shatter):
    - H: shards carry dark red, no anatomy.
    - M: the glass cracks into a web over him and falls out of the lead in big panes, with a dark wound where the round went in. The lead tracery stays standing in his shape.
    - L: the glass panes fall out cleanly, no red; the empty tracery stays in his shape.
    - VL: the glass falls as sparkling coloured light; the tracery glows gold and fades.

## pistol.crowd-control · CROWD CONTROL · RARE (the page's one multi-victim film)
- **Built on** the backyard: two men line up.
- **Needs:** a FLOOR line of at least 8 m and a second foe. Plays only on a real multi-kill (brief §4 triggers). With one foe it never plays.
- **range** mid · **hazard** none · **air** no · **victims** 2.
- **Deep:** the round crawls through both in a bubble line; they drift together in one blood cloud.
- **Gore ladder:**
  - the ribs breaking in the first, the round in the second's spine:
    - H: the x-ray beat shows the bones.
    - M: no x-ray of breaks; two dark wounds; they drop one onto the other.
    - L: two puffs; they topple together out cold.
    - VL: one spark line through both; stars over the pile; puffs.

## pistol.the-jam · THE JAM · RARE
- **Built on** the castle. Nothing of the map is used.
- **Needs:** FLOOR, at least 4 m in front of Faris for the charge.
- **range** close → pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** the jam is the game's own reload on a dry gun: tap, rack, mag out, mag in. The cleared round is the 1 fired.
- **Deep:** the bonked round floats in front of his face, Faris plucks it out of the water, loads it; the shot leaves a bubble line through the bump.
- **Gore ladder:**
  - through the red bump on his forehead:
    - H: a dark wound.
    - M: a dark wound in the bump; his charge carries him face-first to Faris's boots.
    - L: a puff; out cold, he slides to the boots, the bump glowing red.
    - VL: a spark off the bump, stars, the slide, the puff.

## pistol.campfire · CAMPFIRE · RARE
- **Built on** the backyard; the fire is cast.
- **Needs:** a FLOOR that isn't LIQUID. On a HOT element (Kitchen hob, a torch, a furnace), Faris tells the story over the real fire instead of casting one.
- **range** close · **hazard** fire · **air** no · **victims** 1.
- **Deep:** skipped (no fire under water).
- **Gore ladder:**
  - she pitches forward into the fire, chars and crumbles to ash (BURN RESTING; it IS the concept: the ghost story's ending):
    - H: unchanged (the char hides anatomy).
    - M: she falls across the fire; it flares and sends up a black smoke skull, and she lies still with a dark burn on her coat.
    - L: she slumps forward beside the fire; the smoke skull rises.
    - VL: she topples away from the fire in a burst of sparks; the smoke skull rises; the puff.

## pistol.voodoo-poster · VOODOO POSTER · RARE
- **Built on** the saloon wall; the poster is cast.
- **Needs:** a WALL, PILLAR or BACKDROP within 4 m of Faris. Without one, the poster is nailed to a cast post.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** knee, hand, heart, ALIVE = 4. Fits.
- **Text:** the WANTED poster is in-world writing: kept.
- **Deep:** the poster drifts on its nail; each hole bleeds a red thread into the water.
- **Gore ladder:**
  - the knee bursts, the hand bursts, the heart races, dead at ALIVE:
    - H: unchanged.
    - M: the knee and hand take dark wounds and buckle; the poster bleeds dark ink.
    - L: puffs at the knee and hand; at ALIVE he drops out cold.
    - VL: sparks at each; stars at ALIVE; the puff. The poster's holes leak gold light.

## pistol.call-dropped · CALL DROPPED · RARE
- **Built on** the night rooftops. Nothing of the map is used: the phone glow is the light.
- **Needs:** FLOOR. On bright maps the phone glow still reads (a cool screen light on her face).
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Text:** the tiny voice saying hello? is a sound cue: kept.
- **Deep:** the phone fizzes; the shot through it leaves a bubble line and a cloud; the phone sinks face up, still lit, the voice warbling.
- **Gore ladder:**
  - through the phone into her skull, glass and blood out the far side:
    - H: no skull pieces; a dark wound.
    - M: the phone shatters against her ear; dark wound; she drops, the phone lit beside her.
    - L: a puff; she drops out cold; the phone lit, hello?
    - VL: the phone sparks; stars; the puff; the phone stays, lit.

## pistol.checkmate · CHECKMATE · RARE
- **Built on** the castle; the chessboard is cast on the stones.
- **Needs:** a flat FLOOR of at least 5 m (the board).
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** knee, shoulder, the square, the head = 4. Fits.
- **Text:** the score sheet is in-world writing: kept.
- **Deep:** skipped (the board needs ground).
- **Gore ladder:**
  - knee snapped, shoulder broken, a head shot; he topples like a tipped king:
    - H: unchanged.
    - M: dark wounds; no snap angle; he still topples stiff.
    - L: puffs; he topples stiff, out cold, like a tipped king.
    - VL: sparks; stars; he topples and puffs away, and a gold king piece stands where he was.

## pistol.six-feet · SIX FEET · COMMON
- **Built on** the backyard. Nothing of the map is used.
- **Needs:** FLOOR.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Deep:** the gold tooth drifts down slowly onto the barrel; the scalp cloud rises.
- **Gore ladder:**
  - the scalp flies off upward, he drops like a sack:
    - H: unchanged.
    - M: the shell's scalp gash: a dark gash at the crown, his hat blown off; he drops like a sack. The tooth still falls onto the barrel.
    - L: a puff under the jaw; he drops out cold; the tooth falls.
    - VL: a spark; stars; the puff; the tooth falls through it onto the barrel.

## pistol.bubble-gum · BUBBLE GUM · COMMON
- **Built on** the rooftops. Nothing of the map is used.
- **Needs:** FLOOR.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Deep:** a gum bubble can't be blown under water, so Faris lets one big air bubble out of his mouth instead. It wobbles slowly across to the man's face, and the shot comes the instant it pops against his nose. A crafted variant.
- **Gore ladder:**
  - the head swells and bursts in a second pop (INFLATE / POP, open):
    - H: the burst shows no skull.
    - M: the head swells shiny and pink, and the pop is a dark puff of gum and blood; the head deflates back with a dark wound, and he falls.
    - L: the head swells and the pop is a pink puff; he falls out cold, his head back to size.
    - VL: the head swells and pops into pink confetti and stars; the puff.

## pistol.call-it · CALL IT · COMMON
- **Built on** the saloon. Nothing of the map is used.
- **Needs:** FLOOR.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Deep:** the coin spins slowly in the water; the round drives it into her forehead with a bubble ring.
- **Gore ladder:**
  - the coin driven into her forehead, skull out the back (SKULL RESTING): P2.1 drops the back-of-skull burst at every level and keeps the coin as the whole death. The coin sits flush, heads up, with a thin dark trickle.
    - M: the coin sits flush in a dark ring.
    - L: the coin bounces off her forehead with a puff and lands heads up on her chest as she drops out cold.
    - VL: the coin spins off in a spark; stars; the puff; the coin lands heads up.

## pistol.going-down · GOING DOWN · COMMON
- **Built on** the saloon balconies: one round per floor.
- **Needs:** 2-3 stacked PLATFORM levels over a FLOOR, or one PLATFORM + DROP. Plays as 2 floors on maps with only one level above the floor: the second round meets him landing. Uses `s.el('PLATFORM', {near: 'victim', side: 'below'})` for each landing.
- **range** mid (vertical) · **hazard** fall · **air** yes · **victims** 1.
- **Deep:** skipped (falling floor to floor needs gravity).
- **Gore ladder:**
  - shot down three levels, the last through the head as he hits the floor:
    - H: unchanged.
    - M: dark wounds; the last is a dark wound at the temple as he lands.
    - L: puffs; he lands out cold.
    - VL: sparks at each floor, stars on the boards, the puff. Faris still holsters like a lift attendant.

## pistol.skin-classic · WHITE DOVES · COMMON (classic skin)
- **Built on** the backyard lawn: the dive backwards through a flock cast on the grass.
- **Needs:** FLOOR, with at least 5 m behind Faris for the dive and the slide. With less room, he dives shorter and lands against the WALL behind him, sliding down it on his back while firing: a crafted variant.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 5 in the dive + 1 = 6, exactly one magazine.
- **Deep:** the dive becomes a slow backward drift through a school of white fish (the cast flock, swapped for the sea). The carotid sends up a red ribbon through them and they scatter tinted.
- **Gore ladder:**
  - hand, shoulder, belly, chest, the carotid fountain into the flock, the kneecap, the red doves:
    - H: unchanged.
    - M: dark wounds; the fountain becomes a thin dark spray that only freckles the doves. He kneels and goes over; the doves land spattered with dark specks.
    - L: puffs; no fountain. The doves come down white and land around him; he's out cold on his knees and topples.
    - VL: sparks; the doves burst up gold-white and come down white; stars; the puff. A feather still lands on the muzzle.

## pistol.skin-taped · THUP · RARE (taped skin)
- **Built on** the saloon with a sleeping woman and an onlooker.
- **Needs:** FLOOR. The onlooker is the kill's own victim role (a drinker at the bar); if a real second enemy is near, he can play the onlooker and lives.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Deep:** the bottle silencer can't work: Faris tapes a soda can on instead, and the round's bubble burst is the THUP. A crafted variant.
- **Gore ladder:**
  - one quiet round through the temple; she sleeps on, bleeding:
    - H: unchanged.
    - M: a dark wound at the temple, no run.
    - L: a puff at the temple; she sleeps on, snore stopped.
    - VL: a spark; stars over the sleeping head; the puff.

## pistol.skin-camo · BEAR TRAP · EPIC (camo skin)
- **Built on** the backyard; the trap is cast under leaves.
- **Needs:** FLOOR. On hard floors the trap is cast under a scatter of the map's own debris (sawdust on boards, sand in the forts, crumbs on the Kitchen counter).
- **range** close · **hazard** spikes · **air** no · **victims** 1.
- **Deep:** skipped (the trap needs ground and a charge).
- **Gore ladder:**
  - the shin breaks in the jaws, the head shot, the polaroid:
    - H: unchanged.
    - M: the jaws close on his boot with a dark gash; the head shot is a dark wound; the polaroid develops.
    - L: the trap snaps on the boot, a puff; he falls out cold; the polaroid.
    - VL: the trap sparks shut; stars; the puff; the polaroid shows stars.

## pistol.skin-cartoon · GOOD BOY · EPIC (cartoon skin)
- **Built on** the castle: the living round chases her along the walk, over the plank and behind the tower.
- **Needs:** FLOOR and something to hide behind: a WALL, PILLAR, PLATFORM or BIG_PROP. The chase path follows the real elements between them: over a PLATFORM, round a PILLAR, through an OPENING.
- **range** mid → far · **hazard** none · **air** yes · **victims** 1.
- **Deep:** the round swims after her like a fish, wagging; the chase is slow and floaty.
- **Gore ladder:**
  - THWACK into her, a cartoon x-ray zap:
    - H: the x-ray zap shows only the outline.
    - M: THWACK, a dark spot; she drops.
    - L: THWACK, a puff, cartoon stars; out cold.
    - VL: THWACK, a sparkle burst, stars; the puff.

## pistol.skin-ice · ICICLE · LEGENDARY (ice skin)
- **Built on** the saloon: ice rounds into the planks over him grow the icicle.
- **Needs:** a CEILING or PLATFORM underside over the victim: `s.el('PLATFORM' | 'CEILING', {near: 'victim', side: 'above', max: {h: 5}})`. On open-sky maps, the ice rounds go into a HANGING_HEAVY or a tree branch (backdrop). With nothing overhead at all it's skipped (owed).
- **range** close · **hazard** spikes · **air** no · **victims** 1.
- **Real gun:** 5 misses + 1 = 6, one magazine.
- **Deep:** the ice rounds grow ice on the wreck's beam above; the icicle drops slowly but straight.
- **Gore ladder:**
  - the icicle point-first through the top of his head, pinning him standing (IMPALE RESTING; it IS the concept and is owned):
    - H: unchanged.
    - M: the icicle smashes on his crown and pins his hood to the floor; he's left kneeling, with a dark wound.
    - L: the icicle bonks him and bursts into snow; out cold.
    - VL: the icicle bursts into glitter; stars; the puff.

## pistol.skin-neon · TARGET LOCK · LEGENDARY (neon skin)
- **Built on** the rooftops. Nothing of the map is used.
- **Needs:** FLOOR.
- **range** mid · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 6 rounds, one magazine.
- **Text:** the lock HUD is the concept: kept.
- **Note (skin trap):** NEON's owned family "HUD / digital interface" already includes this kill as one of the three. It stays; no new neon kill may use a HUD.
- **Deep:** the HUD shows depth readouts; the six rounds draw bubble lines.
- **Gore ladder:**
  - knees, elbows, the heart, the head:
    - H: unchanged.
    - M: six dark wounds; no snap angles.
    - L: six puffs; out cold.
    - VL: six sparks in the lock pattern; stars; the puff.

## pistol.skin-gold · KINTSUGI · MYTHIC (gold skin)
- **Built on** the castle; the plinth and museum label are cast.
- **Needs:** FLOOR.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 10 rounds in 1.3 s, more than the 6-round magazine. P2.1 adds a crafted reload beat at the sixth crack: the mag drops gold-dusted, the fresh one slaps in, a rack that glints, and the seal run finishes the last 4 cracks. The film grows by the 0.85 s; nothing is cut.
- **Text:** the museum label is in-world writing: kept.
- **Deep:** the gold seams glow through the water; the porcelain shards sink slowly, ringing.
- **Gore ladder:**
  - porcelain, gold seams, the final shatter into porcelain, gold and red:
    - H: unchanged (no anatomy).
    - M: the shatter shows no red inside the shards, just a dark core.
    - L: the porcelain cracks and the gold seams hold; the last round knocks the exhibit off the plinth and it lands in one piece.
    - VL: the last round bursts him into gold glitter and porcelain stars; the puff. The label still flips.

---

# THE PAGE PLAN (P2.2-P2.5)

## Multi-victim (P2.2)
The pistol has one multi-victim film, CROWD CONTROL (2 victims). It's within the 1-2 rule; nothing to trim.

## Underwater: 2 new films for The Deep (P2.4)
Both are built for the sea, using the real underwater rules (7 m/s rounds with bubble trails, floating bodies, blood clouds). Both were checked against the ledger and the death table.
1. **LAST BUBBLE** (EPIC) · CORE: under water a man can only scream once. He holds his breath while Faris drifts round him; the round goes through both lungs and his last breath leaves him in one great silver bubble with his scream inside it, which wobbles up to the surface and pops with the sound.
   - DEATH: DROWN (OPEN): the lungs empty, and he sinks with his mouth open.
   - LOW / VERY LOW: the bubble carries a cartoon scream; at VL it pops into stars.
2. **SHARK BAIT** (LEGENDARY) · CORE: the blood is the bait. One round through his thigh puts a red cloud into the water, and Faris backs off and waits while the sea's own shark (CREATURE) comes up out of the dark for the cloud.
   - Faris turns away before it arrives. The camera stays on Faris's calm face, lit by the struggle behind him.
   - DEATH: taken by the creature (unused family).
   - LOW / VERY LOW: the shark bumps him away and he's dragged off out cold; at VL the shark takes him in a puff of bubbles.
   - Needs: The Deep's shark.

## MID-ROUND small kills: 5 (P2.3, next on my list)
All are ≤ 3 s, no realms, no map-changing casts, one victim. Every one was checked against the ledger cores and death families.
1. **HOLLOW POINT** · works anywhere.
   - CORE: the round's name, taken literally. One hollow-point round, and he drains out of the small hole like a punctured water bag, jetting in an arc while his skin folds down into an empty husk.
   - DEATH: `s.hollow` / `s.liquefy` drain (PREFERRED).
   - MEDIUM: he sags in on himself with a dark wound. LOW: he deflates like a leaky balloon and lies flat, out cold. VL: he deflates in a whistle of air and puffs away.
2. **ACHILLES** · works anywhere.
   - CORE: one step too many. One round through the heel, and he keeps running; on the next stride the tendon snaps up the back of his calf like a cut cable and he goes down face-first. A second round as he reaches for the floor.
   - DEATH: `s.tendonRip` (PREFERRED).
3. **SCARED STIFF** · works anywhere.
   - CORE: the phrase, literally. Faris raises the gun and the man's fear turns him to stone from the feet up before the trigger's pulled.
   - The round only tips the statue over; he breaks into stone limbs on the floor.
   - DEATH: `s.petrify` {from: 'feet', end: 'topple'} (PREFERRED, 0 uses).
4. **LIVE WIRE** · needs an ELECTRIC element (a lamp cable, a sign wire, a panel), else a LIGHT on a cord.
   - CORE: one round through the cable over his head, and the live end swings down and finds him.
   - DEATH: `s.electrocute` (OPEN).
   - Skipped when the map has neither (owed).
5. **MOZAMBIQUE** · works anywhere. The remake of the old finisher DOUBLE TAP.
   - CORE: two to the chest, one to the head, told only by the brass. The camera never leaves Faris's face and his hand; three casings ring onto the floor in a row; when the third stops rolling, the victim's hand drops into the frame beside it.
   - DEATH: three wounds we never see, then the hand (no RESTING family on screen).

## Remakes of the old finishers (P2.5)
| old finisher | today | the remake |
|---|---|---|
| DOUBLE TAP (EXISTING) | kicked to the knees, whipped, one in the chest, one in the head | **MOZAMBIQUE**, the mid-round kill above: the drill made new by telling it only through the three casings and the dropped hand. |
| PISTOL WHIPPED (EXISTING) | the game's class finisher | **WHIP CRACK**, a new big film (bonus, RARE). Faris clips the pistol to a lanyard he pulls from his belt and swings it on the cord like a whip. It cracks across the man's face from 3 m away, wraps once round his neck, and the jolt at the end of the cord pulls the trigger. Checked: no whip / flail / lanyard kill in the ledger. Death: the cord tightening as the round fires (HANG / STRANGLE, OPEN). |
