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

**Fixed rule for every adaptation (brief §0):** an adapted version is as crafted, as long and as gory at EXTREME as the original. A different material or a different map gets its own crafted variant of the beat, never a cheaper fallback. Where I list an upgrade, it only raises the kill.

## Legend
- **Range bands, gore columns, Deep, Kitchen and Mirror** are as in `conv/laser.md`, so every sheet speaks one language:
  - pointBlank ≤ 60 world px · close 60-160 · mid 160-400 · far > 400 (the 4 current plates).
  - For the game: the game's fighter is 0.82 m, so 1 game metre = 82.9 world px (K.KU × K.WS). The pump's real reach is short; every film here starts inside ~2.5 game m.
  - "range" lists every band the film's opening can take. The film owns its opening: Faris steps in, or the victim backs off, to reach the built distance.
- **The real move:** the pump fires 6 pellets, holds 3 shells in the tube, racks between shots (~0.4 s) and loads one shell in 0.32 s. Every kill keeps that rhythm.
- **Gore columns:** XT is the built version. Each gore beat gets its own crafted line for H / M / L / VL (VH = 80% blood, stains fade, no screen splatter; listed only where it changes more).
  - Common to every kill, never repeated below: MEDIUM pools fade fast; at LOW and VERY LOW realms and atmosphere layers stay at full strength; every VERY LOW body ends in a puff fade-out (dust / sparks / stars, no blood); the dry sound layers follow P0.12.
- **Cast** = the kill's own hand-cast prop (`s.castInk` from a hand). A cast works on every map, because it never copies a map's architecture.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| skid | C | saloon boards | FLOOR run ≥ 6 m behind V | pointBlank-close | none | no | 1 | adapts |
| cornered | C | castle tower corner | WALL meeting the FLOOR behind V | close | none | no | 1 | adapts |
| late-news | C | backyard lawn | FLOOR | pointBlank-close | none | no | 1 | adapts |
| last-smoke | C | saloon boards | FLOOR | pointBlank-close | none | no | 1 | skip |
| walled-in | R | castle tower | WALL behind V (≤ 3 m), masonry or any solid face | pointBlank-close | none | yes | 1 | adapts |
| pull | R | backyard sky | FLOOR + headroom ≥ 5 m over V | close | none | yes | 1 | skip |
| banana-peel | R | rooftop gap | DROP (or GAP) behind V (≤ 2.5 m) | close | fall | no | 1 | skip |
| glass-jaw | R | saloon back wall | a solid backdrop or WALL behind V | pointBlank | none | no | 1 | adapts |
| slam-fire | R | castle courtyard + tower | FLOOR run ≥ 5 m behind V (+ WALL at its end) | pointBlank | none | no | 1 | adapts |
| colander | R | rooftops in the rain | FLOOR (+ rain or any falling water) | close-mid | none | no | 1 | adapts |
| knock-knock | E | castle (cast door) | FLOOR (cast door) | close-mid | none | no | 1 | adapts |
| specimen | E | castle wall | WALL behind V (≤ 2 m) | close-mid | none | yes | 1 | adapts |
| fish-in-a-barrel | E | backyard (cast barrel) | FLOOR (cast barrel) or a real LIQUID / CONTAINER | close-mid | liquid (real) | no | 1 | skip |
| shell-shock | E | castle | FLOOR | pointBlank | none | no | 1 | adapts |
| clean-spot | E | backyard lawn | FLOOR clear 4 m round Faris + headroom 3 m | close-mid | none | **yes** | 1 | adapts |
| countdown | E | saloon balcony | PLATFORM 2-4 m above, near Faris | close-mid | none | **yes** | 1 | adapts |
| six-pellets | E | saloon + hazard barrel | FLOOR (+ EXPLOSIVE or any hard face for the ping) | pointBlank-close | none | no | 1 | adapts |
| his-heart | L | backyard lawn | FLOOR | close | none | no | 1 | adapts |
| dodge | L | castle tower column | PILLAR (or tall heavy face) behind V | close-mid | none | no | 1 | skip |
| tripwire | L | castle walkway | PLATFORM or ledge over a FLOOR lane + a WALL to sit at | any | none | no | 1 | skip |
| cuffed | L | saloon boards | FLOOR | pointBlank | none | no | 1 | adapts |
| lantern | L | rooftops lamp + rain | FLOOR + a LIGHT to shoot out (else self-darkness) | close | none | no | 1 | skip |
| shooting-gallery | M realm | castle | FLOOR | any | none | no | 1 | adapts |
| dollhouse | M realm | saloon | FLOOR | any | none | no | 1 | adapts |
| grand-slam | M | castle | FLOOR ≥ 4 m between them | close-mid | none | no | 1 | adapts |
| skin-classic THE SOUND | C | castle | FLOOR run ≥ 4 m | close | none | no | 1 | adapts |
| skin-taped FLICKER | R | backyard | FLOOR | mid | none | no | 1 | adapts |
| skin-camo DECOY | E | backyard | FLOOR | close-mid | none | no | 1 | adapts |
| skin-cartoon PLUGGED | E | saloon | FLOOR | pointBlank | none | no | 1 | adapts |
| skin-ice SNOW GLOBE | L | rooftops | FLOOR | close | none | no | 1 | adapts |
| skin-neon MOTH | L | saloon | FLOOR | close-mid | none | no | 1 | adapts |
| skin-gold CORONATION | M | castle (cast throne room) | FLOOR ≥ 6 m | close-mid | none | no | 1 | adapts |

- **Multi-victim:** none on this page, so the trim needs nothing. The plan adds ONE 2-victim film (THE V, section "Plans").
- **Works anywhere** (FLOOR only): late-news, last-smoke, knock-knock, shell-shock, his-heart, cuffed, grand-slam, shooting-gallery, dollhouse, THE SOUND, FLICKER, DECOY, PLUGGED, SNOW GLOBE, MOTH, CORONATION. Sixteen kills, so feature-poor maps never repeat.
- **Realms:** 2 (shooting-gallery, dollhouse), inside the 2-3 target.
- **Destruction (brief §5), needs a ruling:** dodge fells a PILLAR (heavy tier) with pellets (bullet tier). Proposal under dodge. No other pump kill breaks a heavy element.
- **Upgrades proposed (raise only):** three built kills use eye beats (banana-peel's eye on its nerve, shell-shock's eye burst, six-pellets' EYE pellet). The eye-on-nerve is now a TRAP, and the coordinator rejected eye endings. Each gets a stronger beat tied to its own concept, listed in its section. They wait for the go-ahead like all kill code.
- **Name clash found:** `hammer.skin-gold` is also called CORONATION and is also a crowning on a throne. pump.skin-gold CORONATION was built and approved first (the crown of twelve gold pellets). The coordinator decides; I ask that the hammer's skin takes another name and core.

---

## pump.skid · SKID · COMMON
- **Built on** the saloon boards (a 7 m slide from x 566 to the far end).
- **Needs:** a FLOOR run of at least 6 m behind the victim in the push direction, clear of bodies; 1 m behind Faris for the kick.
- **range** pointBlank-close (from close Faris takes his one short step in) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The slide runs the longest clear FLOOR run in the facing direction. A WALL that ends it early: he slams into it on his back, the skid crumples into a tight curl against the wall, and the pistol skates up the skid and taps his hand there. A DROP that ends it: he slides off the edge, the skid runs into the void, and the pistol stops on the lip, spinning.
  - Surface (one crafted skid per material): wood boards (saloon, Pirate Ship deck, Temple wood) as built; grass (Backyard) a torn furrow of turf and red; stone (castle, Desert Forts, Temple Steps) a smear with grit dragged along; metal (Military Base, Tower Block, Sunken Lab) a slick streak with sparks from his belt buckle; tiles (Kitchen) a long glossy streak over the grout lines, the slide 30% longer; the Retro Desktop a red stroke like a mouse drag across the window.
  - Moving floors (Pirate Ship roll, Clock Tower hands): the skid is painted onto the moving surface and rides with it.
  - Deep: no friction, so the slide becomes a long tumble backwards through the water. The skid is a red ribbon unspooling from his chest, curling where he spins to a stop, and the pistol sinks down the ribbon and settles in his open hand.
- **Gore ladder:**
  - point-blank chest blast:
    - H: as built, the chest wound reads as a dark crater (no ribs).
    - M: a scorched dark wound, the shirt shredded and smoking, a short spray.
    - L: a dark puff and a scorched, smoking shirt.
    - VL: a white flash, a ring of sparks, shirt threads and powder smoke.
  - the red skid (the signature):
    - VH: the full skid at 80%; it fades only after the round ends.
    - H: the full skid, 60% (a little thinner, the curl the same).
    - M: a thinner dark-red skid, the same length and the same curl; it fades only after the final hold.
    - L: a black scorch streak from his smoking shirt, with a smoke trail lying along it; the curl reads as a smoke curl.
    - VL: a bright line of sparks and sawdust kicked up along the floor, leaving a pale scuffed groove that curls where he spins.
  - pool at the end:
    - VH / H: as built at 80% / 60%.
    - M: small and dark. L: none; X eyes. VL: stars round his head.
  - the pistol taps his open hand ('tok.'):
    - all levels: same.
    - VL: the body puffs out the instant the pistol arrives; the pistol bumps the empty spot and spins to a stop alone.

## pump.cornered · CORNERED · COMMON
- **Built on** the left castle tower's inside corner.
- **Needs:** a WALL meeting the FLOOR behind the victim (an inside corner), within 3 m of him; Faris's three steps in.
- **range** close (three steps of the closing ritual; from mid he takes more steps) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Surface (one crafted wing decal per material): stone (castle, Temple, Forts) as built; wood (saloon walls, Pirate Ship cabin, crates) the feathers soak into the grain and run down the board seams; metal (Military Base containers, Tower Block lift doors) the wings bead and run in straight drips; tiles (Kitchen backsplash) the grout lines draw the feather barbs; chain-link (The Cage) the wings hang in the mesh as a lace of red droplets, and the silhouette is a clean man-shaped gap in the drops.
  - No corner, only a WALL: he is slammed flat against it and slides down it; the wings and silhouette are the same.
  - Deep: the wings are two feathered blood clouds blooming slowly on the hull or rock, his clean silhouette in the middle of them; he drifts down out of it instead of sliding.
- **Gore ladder:**
  - chest blast + slam into the corner:
    - VH / H: as built at 80% / 60%; at H the open chest reads as a dark crater.
    - M: a dark wound, a 40% spray. L: a dark puff. VL: a flash, sparks, a puff of stone dust off the wall.
  - blood-angel wings with his clean silhouette (the signature):
    - VH: the full wings at 80%, fading only after the round.
    - H: the wings at 60%: all fifteen feathers per fan, fewer barbed droplets and runs.
    - M: the same two full fans of fifteen feathers, painted thinner and darker with fewer runs.
    - L: soot wings: the blast throws two feathered black fans of powder soot on the stone with his clean silhouette in the middle.
    - VL: chipped-stone wings: the pellets chip two feathered fans of pale dust and pocks into the wall round his un-chipped silhouette.
  - the slide down:
    - all levels: same. L: he ends slumped with stars. VL: puff fade at the bottom; the wings and the silhouette stay as the final image.

## pump.late-news · LATE NEWS · COMMON
- **Built on** the backyard lawn.
- **Needs:** a FLOOR; 2 m of floor for the head's last roll.
- **range** pointBlank-close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. On a slope (Temple Steps, Desert Forts ramps) the head rolls down the slope to Faris's boot, a longer and better roll.
  - On a narrow PLATFORM the pieces fall off its edges one by one, each with its own drop.
  - Deep: the pieces drift apart slowly in order (pistol arm, front leg, back leg, other arm), each turning in the water; the head drifts to Faris, who stops it with his boot against the sea floor or the deck.
- **Gore ladder:**
  - see-through chest hole (rib stubs):
    - H: the hole stays see-through; the rib stubs become dark.
    - M: a dark ragged burn hole, not see-through; smoke from it.
    - L: a smoking scorch circle on the shirt.
    - VL: a ring of sparks on the shirt that smoulders.
  - finger through the hole ('...oh.'):
    - VH / H: as built; at H the finger goes into a dark hole and comes out of his back dark.
    - M: he pokes the dark hole, his finger comes away red, and the slow realisation plays the same.
    - L: he pokes the smoking spot and it puffs a little dark cloud.
    - VL: he pokes it and it puffs dust and one spark.
  - comes apart in order (four timed severs):
    - VH / H: the four severs as built (dismemberment stays at H), the stumps at 80% / 60%.
    - M: no limbs come off. He goes down in the same four timed stages: the pistol arm drops dead and the pistol falls, the front knee buckles, the back knee buckles, the other arm sags, and the head lolls. Each stage keeps its sound cue and timing, a man demolished one charge at a time.
    - L: the same staged fold, with dark puffs at each joint.
    - VL: the same staged fold, with a puff of dust at each joint.
  - the head rolls the last metre under Faris's boot:
    - VH / H: as built.
    - M / L / VL: his hat comes off on the last stage, rolls the last metre and Faris puts his boot on it. VL: the body puffs out under the boot's shadow.

## pump.last-smoke · LAST SMOKE · COMMON
- **Built on** the saloon boards.
- **Needs:** a FLOOR.
- **range** pointBlank-close (the victim kneels; from close Faris walks up with the lighter) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. The "saloon dims to the flame" grade works on every map; on lit maps (Pinball, Retro Desktop) the light bleeds down to the lighter's glow the same way.
  - Windy maps (Monsoon Rooftops gusts, Pirate Ship storm): Faris cups the flame with his free hand, a better beat; the smoke from the head streams sideways.
  - Deep: skipped (nothing burns underwater; the lighter is the kill's heart).
- **Gore ladder:**
  - head blown off at the neck:
    - VH / H: as built (the head comes off at H); at H the neck stump is a dark wound.
    - M: the head stays on. The blast snaps his head back and he slumps over his knees, a dark wound at the throat.
    - L: a dark puff; he slumps (knocked out).
    - VL: a flash and sparks; he slumps.
  - the head lands upright, the cigarette still burning in its lips (the signature):
    - VH / H: as built.
    - M / L / VL: the cigarette flies out of his lips, spins, and lands standing upright on its filter on the boards, still burning, the smoke curling up from it beside the slumped man. VL: the body puffs out and the upright cigarette keeps smoking alone.
  - neck fount:
    - VH / H: as built at 80% / 60%.
    - M: a short dark spurt. L / VL: none.

## pump.walled-in · WALLED IN · RARE
- **Built on** the right castle tower face.
- **Needs:** a solid WALL (or PILLAR face) behind the victim within 3 m, as wide as a body; Faris's one step in.
- **range** pointBlank-close · **hazard** none · **air** yes (an airborne victim is blasted into the wall where he is and sealed in there, feet dangling) · **victims** 1.
- **Adapts (one crafted mend per material; the cells are built from his pinned pose, feet first, face last):**
  - stone / brick (castle, Temple Steps, Desert Forts, Tower Block): as built, bricks flying back from the rubble.
  - wood (saloon walls, Pirate Ship hull, crate stacks in Crate Canyon): splintered planks spring back and nail themselves over him board by board, nails driving in by themselves.
  - metal (Military Base containers and hangar, Sunken Lab): the dent's torn steel folds back over him, rivets popping back in one by one, a weld bead crawling along the seams.
  - tiles (Kitchen): the shattered tiles fly back in a mosaic; the grout squeezes in round them.
  - chain-link (The Cage): the torn mesh knits itself shut over him wire by wire.
  - Retro Desktop: he is blasted into a window, and the pixels redraw over him row by row like a slow repaint; the window keeps drifting with him in it.
  - Deep: the reef keeps him. Blasted into the coral wall, the coral polyps grow over him (feet first, face last), the blood seeping out between the branches as threads.
- **Gore ladder:**
  - pinned splayed in a body-shaped crater:
    - all levels: same (it is a crater, not a wound). VL: dust only.
  - sealed in alive, muffled screams, the fingers stop:
    - all levels: same.
  - blood seeping out along the mortar:
    - VH / H: as built at 80% / 60% (fewer joints run).
    - M: a thin dark line along a few joints.
    - L: no seep; the joints puff dark dust with each muffled scream.
    - VL: the joints puff pale mortar dust with each scream, then settle.
  - the exit drop onto the real stones:
    - VH / H / M / L: as built.
    - VL: the patch un-draws on an empty crater, and a puff of dust drifts out where he was.

## pump.pull · PULL! · RARE
- **Built on** the backyard lawn under the open night sky.
- **Needs:** a FLOOR under the victim (the turf geyser) and headroom of 5 m or more over him; no CEILING in the arc.
- **range** close · **hazard** none · **air** yes (an airborne victim skips the ground blast: Faris calls PULL! as he is already in the air and swings through him) · **victims** 1.
- **Adapts:**
  - Ground material for the launch blast: turf (as built), boards (planks and splinters), stone (grit and chips), metal (sparks, a dented plate).
  - Under a CEILING of less than 5 m (Atrium floors, Tower Block, Military Base bunker): skipped, owed.
  - On a DROP edge the chips and the clay head fall into the void; the hull still drops into the palm on the lip.
  - Deep: skipped (no launch, no fall).
- **Gore ladder:**
  - the ground blast takes a shin:
    - VH / H: as built (the shin goes at H); 80% / 60% blood.
    - M: the shin stays; a dark gash and a torn trouser leg.
    - L: a dark puff; the trouser leg torn.
    - VL: turf and sparks.
  - turned to clay and burst into chips, red inside:
    - H: the red in the breaks stays (it is the clay body).
    - M: the breaks are plain fired terracotta inside, with a red glaze trace on a few chips.
    - L / VL: orange chips and clay dust only. VL: a starburst at the break.
  - the clay head cracks open red on the lawn:
    - VH / H: as built; at H the inside of the crack is dark red clay.
    - M: it cracks open on dark hollow clay.
    - L / VL: it cracks in two, hollow.
  - the clay forearm palm up, the hull drops into it:
    - VH / H: as built (the clay forearm).
    - M / L / VL: a palm-shaped clay chip lands face up and rocks; the hull drops into it.

## pump.banana-peel · BANANA PEEL · RARE
- **Built on** the rooftops, at the gap.
- **Needs:** a DROP (or GAP) behind the victim within 2.5 m; a FLOOR between them.
- **range** close · **hazard** fall · **air** no · **victims** 1.
- **Adapts:**
  - Any DROP: a roof edge (Monsoon Rooftops, Tower Block), a fort wall (Desert Forts arch), the crate pit (Crate Canyon), the island edge (Backyard), the Pirate Ship rail into the sea (he falls into the storm water, a better splash), the Clock Tower face.
  - Kitchen: off the counter edge to the floor far below, the peeled rifle falling after him.
  - Deep: skipped (no fall).
- **Upgrade (raise only):** the eye on its nerve is a TRAP now. At XT the receiver bursts and one peeled steel strip of the barrel whips back across his face and lays his cheek open to the teeth, tied to the banana concept. The eye beat goes.
- **Gore ladder:**
  - both forearms blown off by the bursting receiver:
    - VH / H: as built (dismemberment stays at H); 80% / 60% blood.
    - M: the hands stay on, blackened and smoking, with dark gashes; he shakes them, screaming.
    - L: soot hands, smoking; a dark puff.
    - VL: a cartoon soot face with his hair blown upright, smoking hands, sparks.
  - (upgrade) the steel strip across the face:
    - XT / VH: the cheek laid open to the teeth.
    - H: the cheek laid open; the teeth show only as a dark gap.
    - M: a dark welt across the cheek.
    - L: a soot stripe across the face.
    - VL: the strip pings off his forehead with a star.
  - the slip on the peeled rifle and the fall:
    - all levels: same. VL: a puff of dust rises from below.

## pump.glass-jaw · GLASS JAW · RARE
- **Built on** the saloon back wall (the backdrop behind the bodies).
- **Needs:** a solid backdrop or WALL behind the victim for the grin (any non-sky backdrop); 1 m for the butt stroke.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any solid backdrop: wood (saloon, ship cabin), stone (castle, Temple, Forts), concrete (Military Base, Tower Block), tile (Kitchen), glass (Atrium: the teeth punch a grin of star-cracks into a pane), the Retro Desktop wallpaper (each tooth leaves a little dead-pixel crater).
  - Open sky behind him (Backyard, Monsoon Rooftops, Pirate Ship deck): the teeth bite into the nearest WALL / PILLAR / PLATFORM face within 3 m; with none, they bite into the floor at his feet in the same smile arc and the camera tilts down to read it.
  - Deep: the teeth hang naturally in the water (no slow-motion needed, a better image), and the blast drives them into the hull planks or the rock in a grin; the red runs are threads drifting up instead of down.
- **Gore ladder:**
  - jaw snapped sideways, nine teeth hang in the air:
    - VH / H: as built (his real teeth); 80% / 60% blood on the stroke.
    - M / L / VL: his dentures. The butt stroke knocks a full set of false teeth out of his mouth (pink gums, white teeth); it hangs in the air on the slowed clock while Faris flips and racks, then the blast splits it into its teeth. The concept, the hang and the grin all keep working. M: a dark bruise on the jaw. L: a dark puff. VL: sparks and a star.
  - cracked skull, the brain splats away:
    - H: the crack stays; the brain is a dark wound.
    - M: the head snaps back; a dark wound at the brow.
    - L: a dark puff; out cold.
    - VL: a flash; stars.
  - each tooth bites into the wall in a grin, red runs down:
    - VH: the grin and the runs at 80%.
    - H: the grin; two runs instead of five.
    - M: the grin of teeth; one thin dark run.
    - L / VL: the grin of porcelain teeth with crack stars; no runs. VL: the body puffs out under the grin, which stays as the final image.

## pump.slam-fire · SLAM FIRE · RARE
- **Built on** the castle courtyard, walking him back into the right tower.
- **Needs:** a FLOOR run of 5 m behind the victim; a WALL at the end of it is used when present.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The crater at the end takes the wall's material (stone chips, wood splinters, a metal dent, tile cracks, a chain-link bulge that throws the remainder back).
  - No WALL at the end: the third blast throws the remainder into a long tumble and the hulls land in the same standing line.
  - A DROP at the end: the third blast throws the remainder off the edge; the standing hulls lead to the lip.
  - Deep: the three blasts walk him back slowly through the water; the hulls do not land but float up and hang in a line like three buoys where each blast was.
- **Gore ladder:**
  - both arms, then the guts and a leg, then the head (three blasts):
    - VH / H: as built (the limbs go at H); at H the guts become a dark belly wound with a trailing dark strip.
    - M: no limbs off, no guts. Each blast lands as a dark gash and a jolt: an arm flung limp, a dark belly wound, a buckled leg, the head snapped back.
    - L: each blast is a dark puff and torn clothing fluttering away (a sleeve, the shirt tail, a trouser leg).
    - VL: each blast is sparks, cloth scraps and dust.
  - the remainder slammed into the tower (crater + splat):
    - VH / H: as built at 80% / 60%.
    - M: the crater; a thin splat. L: the crater, a slump with stars. VL: the crater, dust, the puff fade.
  - three hulls land standing in a line:
    - all levels: same (the final image).

## pump.colander · COLANDER · RARE
- **Built on** the rooftops in the rain, at range.
- **Needs:** a FLOOR; rain or any falling water. Mid range down the roof.
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Rain maps (Monsoon Rooftops, the Pirate Ship storm): as built, the rain sheet densifying.
  - Real water nearby (the Sunken Lab flood, the Kitchen tap, a Desert Forts oasis): Faris shoves him under it (the tap, the flood's spill) and the streams take that water.
  - Dry maps: the story allows a hand prop. Faris pulls a canteen from his belt (`s.pullOut` 'bottle'), unscrews it and pours it slowly over the man's head; the water runs out of every hole in arcs, exactly what a colander is for. It is crafted as its own beat ('#8 bird', the pour, 'pssssh').
  - Deep: the current runs through him: red ribbons stream from every hole and slowly run clear.
- **Gore ladder:**
  - 38 tiny see-through holes:
    - H: as built.
    - M: small dark holes, not see-through.
    - L: forty little holes in his COAT, not in him: the coat is the colander.
    - VL: the coat's holes, each with a tiny spark when the shot lands.
  - 20+ streams fading from red to clear:
    - VH / H: as built; the red phase is 80% / 60% as long before the water runs clear.
    - M: the water streams out tinted faint pink at first, then clear.
    - L / VL: clear water streams arc out of the coat's holes like a garden sprinkler, then slow and stop.
  - lungs collapsing (x-ray insert, 'FILLING UP'):
    - H: the x-ray insert stays (bones are x-ray only; the lungs become a dark shape).
    - M / L / VL: the insert shows his breath fogging in the cold rain, the puffs getting shorter and further apart ('SHALLOW').
  - he pales and dies kneeling, the red pool:
    - VH / H: as built at 80% / 60%.
    - M: a faint pink puddle. L: he sits down slowly and his eyes roll (knocked out). VL: he sits, stars, then puffs out; the empty coat drops on the roof, still leaking from forty holes (the final image).

## pump.knock-knock · KNOCK KNOCK · EPIC
- **Built on** the castle courtyard; the door is the victim's cast ('thrust').
- **Needs:** a FLOOR 1.5 m wide for the cast door and its mat.
- **range** close-mid (Faris walks up to the door) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. If a real OPENING (a door in the map: Military Base bunker, Tower Block flats, the ship's cabin) is within 4 m, the victim runs through it and holds it shut instead of casting; the peephole is the door's own (or a keyhole, crafted as a keyhole POV).
  - The fisheye POV re-frames to the real backdrop of the map playing.
  - Deep: the door stands on the sea floor; the knocks travel as rings through the water; the body is thrown back in a slow drift.
- **Gore ladder:**
  - the blast through the door takes the head at the hole:
    - VH / H: as built; at H the neck is a dark stump.
    - M: the head stays. He is thrown back with a dark wound at the face, glimpsed, then face down.
    - L: the door bursts, he is thrown in a dark puff (out cold).
    - VL: splinters and sparks; stars.
  - the body across the stones:
    - all levels: same. VL: puff fade as the door creaks open on its own.
  - the brass peephole rolls to a stop:
    - all levels: same (the final image).

## pump.specimen · SPECIMEN · EPIC
- **Built on** the castle wall.
- **Needs:** a WALL behind the victim within 2 m.
- **range** close-mid · **hazard** none · **air** yes (an airborne victim is pinned in the X where the darts catch him, higher on the wall) · **victims** 1.
- **Adapts:**
  - Any WALL: stone, wood (the darts sink deeper, splinters), metal (the darts punch through with sparks), chain-link (pinned in the mesh), tile (cracks round each dart), glass (Atrium: the panes star round the darts and hold).
  - No WALL: the story allows a cast. Faris casts a cork display board behind him (`castInk` 'slam' + straight line, its own knobs) and pins him to that; the case frame then draws round the board.
  - Deep: pinned to the hull; the case is a cast glass specimen jar that seals over him (a better image in the water), the label floating up against the glass.
- **Gore ladder:**
  - dart clusters at hands and feet, blood drips:
    - VH / H: as built at 80% / 60%.
    - M: the darts pin his sleeves and trouser cuffs through the cloth; thin dark drips.
    - L: the darts pin the cloth only; no drips.
    - VL: the darts pin the cloth with a spark each.
  - the hatpin through the thorax, the heart bursts (x-ray 'THORAX'):
    - H: the x-ray stays; the heart becomes a dark shape that stops.
    - M: no organs. The insert follows the pin through the shirt with a dark bloom spreading round it.
    - L: the pin pierces the shirt with a dark puff; his head drops.
    - VL: the pin touches the chest with a little spark; his head drops.
  - pinned in the X under glass, 'HOMO PESTIS':
    - all levels: same.
    - VL: the body puffs out inside the case and leaves his empty clothes pinned in the X under the glass, with the plate (the final image).

## pump.fish-in-a-barrel · FISH IN A BARREL · EPIC
- **Built on** the backyard lawn; the barrel is the victim's cast ('beckon' + 'drip').
- **Needs:** a FLOOR for the cast barrel. If the map has a real LIQUID (a pool, a sink, a tank) or a CONTAINER that holds water within 4 m, he dives into that instead.
- **range** close-mid · **hazard** liquid (when the real liquid is used) · **air** no · **victims** 1.
- **Adapts:**
  - Desert Forts: the oasis pool (the cutaway shows him curled at the bottom of the oasis; the red spreads across the pool; he is washed onto the sand).
  - Sunken Lab: a flooded tank or the rising flood itself.
  - Kitchen: the sink full of dishwater, the tiny man curled among the sunken cutlery; the flood pours over the counter edge.
  - Pirate Ship: a rain barrel on deck (a real barrel if tagged CONTAINER), the deck roll sloshing the flood.
  - Everywhere else: the cast barrel as built.
  - Deep: skipped (the idiom needs water in air).
- **Gore ladder:**
  - opened by the blast (openChest butterfly):
    - H: a dark open wound, no ribs.
    - M: a dark wound.
    - L: a dark puff in the water.
    - VL: bubbles and sparks under the water.
  - the red geyser and the red flood wave:
    - VH / H: a red geyser and flood at 80% / 60%.
    - M: a pink geyser and a pink flood.
    - L / VL: a clear geyser and a clear flood. VL: sparkles on the water.
  - he flops twice like a landed fish, the hoop drops round his head ('wa-wa-wang'):
    - all levels: same. L: X eyes. VL: he puffs out as the hoop lands, and it clatters round nothing (the final image).

## pump.shell-shock · SHELL SHOCK · EPIC
- **Built on** the castle courtyard.
- **Needs:** a FLOOR with room for Faris to circle behind him (2 m round).
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. On loud maps (Pinball bells, Clock Tower chimes) the map's noise drops out with everything else into his ringing silence, a stronger beat.
  - Deep: the world is already muffled; the first blast's bubble shock leaves his ears ringing, the ringing line runs through the blue, and the rack an inch behind his head is a cloud of bubbles he never sees.
- **Upgrade (raise only):** the eye burst goes. At XT the face blast also bursts both eardrums in two red jets from the ears, the deafness made visible, before the skull lid lifts.
- **Gore ladder:**
  - blood threads from both ears:
    - VH / H: as built at 80% / 60% (with the upgrade: the eardrum jets at the same levels).
    - M: thin dark threads. L: dark puffs at the ears as he clutches them. VL: little tinnitus starbursts flash by his ears.
  - the face blast: skull lid off, brain splat:
    - H: the lid lifts on a dark wound.
    - M: thrown back, a dark wound at the face.
    - L: a dark puff, out cold.
    - VL: a flash, stars.
  - the ringing line goes flat over his body:
    - all levels: same (the final image). VL: it goes flat across the empty space after the puff.

## pump.clean-spot · CLEAN SPOT · EPIC
- **Built on** the backyard lawn.
- **Needs:** a FLOOR clear for 4 m round Faris; headroom of 3 m for the vault.
- **range** close-mid (he sprints and vaults) · **hazard** none · **air** **yes** (made for it: a victim already airborne over Faris starts the film at the tilt) · **victims** 1.
- **Adapts:**
  - Any FLOOR. The clean circle is painted on the floor's material (red on grass, boards, stone, tile).
  - Low ceiling (under 3 m): skipped, owed.
  - Near a DROP the outer part of the ring rains off the edge.
  - Deep: everything falls slowly, so the ring is a slow red snowfall round Faris; the last drop takes even longer and he leans back from it.
- **Gore ladder:**
  - cut at the waist overhead, the guts trailing the upper half:
    - VH: as built.
    - H: the waist cut stays; the trailing guts become a dark strip.
    - M: he is not cut. The blast flips him tumbling over Faris with a dark wound.
    - L: a dark puff; he tumbles over.
    - VL: a flash, sparks; he tumbles over.
  - a ring of red rain and pieces comes down round Faris, not one drop on him:
    - VH / H: the full ring at 80% / 60%; at H the pieces are limbs only (no organs).
    - M: a thinner ring of red rain; his hat, pistol and one boot land at the ring's edge instead of pieces.
    - L: a ring of HIS THINGS: his hat, pistol, coins, cards, buttons and one boot rain down in a ring round Faris without one touching him.
    - VL: the same ring of things, with sparks and dust.
  - the heart lands at the edge and beats four times:
    - H: a dark heart shape that pulses four times.
    - M / L / VL: his pocket watch lands at the ring's edge and ticks four times, then stops.
  - the last drop; he steps back from it ('plip.'):
    - VH / H: as built.
    - M: the last red drop. L / VL: the last coin, falling just past his nose ('tink.').
  - the red ground with a clean gap round his feet:
    - VH / H: as built; it fades only after the round.
    - M: as built, darker. L: a ring of scattered things with a clean gap. VL: the dust settles in a ring with a clean circle round his boots.

## pump.countdown · COUNTDOWN · EPIC
- **Built on** the saloon balcony over Faris.
- **Needs:** a PLATFORM 2-4 m above the floor, within 4 m of Faris, with an edge to hide behind; a FLOOR under it.
- **range** close-mid · **hazard** none · **air** **yes** (a victim already airborne above Faris can be caught mid-dive) · **victims** 1.
- **Adapts:**
  - Any PLATFORM edge: the castle walkway, Atrium galleries, Tower Block floors, Military Base towers, the ship's quarterdeck, a Clock Tower ledge, the Kitchen shelf (tiny man on a giant shelf).
  - The chewed edge takes the platform's material (planks, stone lip, metal grating, glass, a shelf board).
  - No PLATFORM: skipped, owed.
  - Deep: he hides along the galleon's deck edge; the dive is a swimming lunge; three fingers still up as he drifts down.
- **Gore ladder:**
  - the jaw torn off mid-air:
    - VH: as built.
    - H: the jaw goes (it is bone and flesh, dismemberment stays); the tongue becomes a dark wound.
    - M: the head snaps back with a dark wound.
    - L: a dark puff.
    - VL: a flash, stars.
  - the knife flies; he lands on the boards:
    - all levels: same.
  - dead, three fingers still up ('four.'):
    - all levels: the hand stays up holding three. VL: he sits up dazed with stars, three fingers up, then puffs out with the hand fading last; the fourth hull lands where the hand was.

## pump.six-pellets · SIX PELLETS · EPIC
- **Built on** the saloon, the sixth pellet pinging off the hazard barrel.
- **Needs:** a FLOOR; for pellet six an EXPLOSIVE, or any hard face (metal, stone, the barrel hoop) within 3 m of the victim.
- **range** pointBlank-close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The ricochet takes the nearest hard face: a barrel hoop, a lamp, a cannon, a pipe, a pinball bumper (it pings off with a ding and a score pop), the Kitchen's kettle.
  - The frozen tour re-frames round the real props.
  - Deep: the pellets already slow in the water and trail bubbles, so the freeze becomes a slow crawl; the tour follows the pellets' bubble lines; number six pings off the anchor and knocks the jewel loose, and it sinks slowly into his palm.
- **Upgrade (raise only):** pellet one's tag EYE becomes EAR: it takes the ear clean off (a sail of red).
- **Gore ladder (each pellet keeps its tag at XT):**
  - EAR / THROAT / HAND / HEART / KNEE:
    - H: the heart becomes a dark wound; the rest as built.
    - M: tags BROW, THROAT, GUN HAND, CHEST, KNEE: a dark gash at the brow, a dark gash and a short spurt at the throat, the pistol shot out of the hand (the fingers stay), a dark chest wound, a buckled (not reversed) knee.
    - L: tags HAT, COLLAR, GUN, BUTTON, KNEE: the hat flies, the collar tears, the pistol spins away, a button pops, the knee buckles; he folds out cold.
    - VL: the same comic tags, each with a spark.
  - number six knocks the jewel off Faris's crown:
    - all levels: same (the final image).

## pump.his-heart · HIS HEART · LEGENDARY
- **Built on** the backyard lawn.
- **Needs:** a FLOOR with 3 m behind the victim for the heart's flight.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. On a slope the heart rolls a little further downhill and he has to crawl to it.
  - A DROP within 3 m behind him: the heart lands on the very lip, beating, and he crawls to the edge to cup it (a stronger tableau).
  - Deep: the heart drifts slowly out through his back, beating, trailing a red thread; he swims after it and cups it in mid-water; when it stops, both drift down together.
- **Gore ladder:**
  - the slug knocks the heart out through his back (see-through hole, x-ray):
    - H: the x-ray shows the slug and a dark shape leaving; the heart is a dark beating shape.
    - M / L / VL: the slug knocks a glowing comic heart (♥, glossy red, no anatomy) out through his back. It lands in the grass beating with a pulse of light instead of blood. M: a dark wound in his chest. L: a dark puff. VL: sparks.
  - still beating in the grass; he stumbles to it, kneels and cups it:
    - all levels: same. M / L / VL: the ♥'s glow lights his cupped hands with every beat.
  - the beat slows and stops by itself:
    - VH / H: as built (at H a dark heart shape that slows).
    - M / L / VL: the ♥'s glow pulses slower and goes out. L: he tips over, eyes closed. VL: stars.
  - he tips onto his back, hands still cupped; the heart rolls to Faris's boot:
    - VH / H: as built (at H the dark heart shape rolls to the boot).
    - M / L: the dark ♥ rolls to the boot.
    - VL: the body puffs out; the dimmed ♥ rolls to Faris's boot and fades.

## pump.dodge · DODGE · LEGENDARY
- **Built on** the left castle tower column.
- **Needs:** a tall PILLAR (or tall heavy face) behind the victim within 2 m; a FLOOR to dance on.
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Destruction, needs a ruling (brief §5):** pellets are bullet tier, and a column is heavy. Two options, the coordinator picks:
  - (a) films may use a SCRIPTED heavy break on a round-ending kill (three bites in the same spot, then the topple), restored by the between-round rewind like any break. I prefer this: the kill's whole point is that three blasts did it.
  - (b) the kill targets what the tiers allow: a HANGING_HEAVY above or behind him whose chain or rope (light) the three blasts chew through. The topple becomes a drop (the saloon chandelier, the castle spike ball, a crane hook, the Clock Tower bell), crafted as its own variant: the dance, the bites into the chain links, the groan, the drop. The tape and the replay are the same.
- **Adapts:**
  - With (a): any tall PILLAR (castle towers, Temple Steps pillars, the Pirate Ship mast, Atrium columns, a Military Base tower leg, the Kitchen's knife block). The column's material sets the bites and the crush (stone, wood splinters, steel bending over him).
  - Neither a PILLAR nor a HANGING_HEAVY: skipped, owed.
  - Deep: skipped (the fall reads wrong in slow water).
- **Gore ladder:**
  - crushed flat under the column, blood out both sides:
    - VH / H: as built at 80% / 60%.
    - M: crushed, a thin dark seep both sides.
    - L: the column lands in a dust cloud; only his hand sticks out.
    - VL: dust and stars over the slab.
  - the hand beckons twice and stops:
    - all levels: same. VL: the hand puffs out after the second beckon.
  - the rewind + replay ('HE WASN'T MISSING'):
    - all levels: same; the replay shows the level's own version.

## pump.tripwire · TRIPWIRE · LEGENDARY
- **Built on** the castle walkway (the rigged gun) over the courtyard lane, Faris sitting against the far tower.
- **Needs:** a PLATFORM or ledge 1-3 m above a FLOOR lane of 6 m; a WALL (or any solid thing) at the lane's end for Faris to sit at.
- **range** any (Faris walks away and waits) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The rig sits on any PLATFORM, STAIRS step or crate edge over the lane (Temple Steps, Crate Canyon crates, Military Base sandbags, a ship's barrel). The pegs are Faris's casts, so they work anywhere.
  - No raised spot: the gun is wedged on the floor between two cast pegs, aimed up the lane at knee height, crafted as a low trap (the crawl reads the same).
  - Deep: skipped (stepping over a string needs walking).
- **Gore ladder:**
  - six pellets into his back from above:
    - VH / H: as built at 80% / 60%.
    - M: dark wounds. L: dark puffs. VL: sparks.
  - the spine breaks (folds backwards, a bone spur):
    - H: the spur shows only in the x-ray flash.
    - M: he folds backwards and drops, no spur.
    - L / VL: he drops flat.
  - the crawl, legs trailing the wrong way:
    - VH / H: as built (the legs trail the wrong way).
    - M / L / VL: he crawls on his arms with his legs dragging dead (not reversed).
  - the hand crushed under the boot:
    - VH / H: as built.
    - M: the boot on the hand, a wince. L: the boot pins the hand. VL: the boot comes down; the body puffs out under it as Faris racks.

## pump.cuffed · CUFFED · LEGENDARY
- **Built on** the saloon boards.
- **Needs:** a FLOOR with 5 m on the throw side.
- **range** pointBlank (he cuffs himself to Faris) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. A WALL on the throw side: the body hits it and slumps. A DROP: the body flies over the edge, and the forearm on the chain swings over the void.
  - Deep: the chain wrestle turns them both slowly; the body drifts away on the blast; the forearm floats up on the chain like a kite.
- **Gore ladder:**
  - the forearm blown off at the elbow, kept on the cuff:
    - VH / H: as built (the forearm stays on the cuff at H; the stump is a dark wound).
    - M / L / VL: the blast tears his GLOVE and SLEEVE off him: the body flies, and the cuff keeps the glove and the torn sleeve dangling from Faris's wrist. M: a dark wound at the elbow. L: a dark puff. VL: sparks.
  - the body thrown across the saloon, chest opened by the spread:
    - H: a dark open wound.
    - M: a dark wound. L: out cold. VL: stars, then the puff.
  - he walks away wearing it ('...keep it.'):
    - all levels: same; at M / L / VL the glove swings from the cuff.

## pump.lantern · LANTERN · LEGENDARY
- **Built on** the rooftops at night; Faris shoots out the hanging lamp; the beams cut through the rain.
- **Needs:** a FLOOR to walk; a LIGHT element to shoot out (if none, see below).
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The LIGHT taken is the nearest one: the saloon chandelier, a castle torch, a street lamp, a neon sign (it dies with a buzz), Military Base floodlights, the Cage's fight lights, a pinball playfield lamp.
  - No LIGHT to shoot: on open-sky maps a cloud slides over the moon as Faris loads the red-tipped shell (a weather beat, timed to the rack); indoors the map's light sags and dies in one long stutter as if the power failed. Both are crafted beats, never a cut.
  - Beams: rain maps as built; dry maps the beams cut through his own gun smoke and the dust in the air, with motes drifting through the light.
  - Deep: skipped (nothing burns underwater).
- **Gore ladder:**
  - ~40 glowing holes pouring light, smoke from each:
    - H: as built (light, not anatomy).
    - M: the holes are small glowing points with no flesh shown; smoke from each.
    - L: the burning pellets lodge in his COAT: forty embers glow in the cloth, beams through the rain.
    - VL: the coat's embers, with sparks.
  - the holes go dark one by one; the last, over his heart, pulses with the beat:
    - H / M: as built; the heartbeat drives the last light (no organ drawn).
    - L / VL: the last ember sits over his heart pocket and pulses with his heartbeat, then goes out.
  - charred and smoking when the lights return:
    - VH / H: as built.
    - M: scorched. L: a sooty face, out cold. VL: he puffs out; a smoking coat lies on the roof with one ember (the final image).

## pump.shooting-gallery · SHOOTING GALLERY · MYTHIC realm
- **Built on** the castle (deathCrack → 'c.curtain' → the realm → 'c.flap').
- **Needs:** a FLOOR for the corpse at the return.
- **range** any · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The realm is self-contained: it plays the same on every map; the crossing grows from the wound on whatever map is playing, and 'c.flap' opens on that map.
  - Return: `s.dropCorpse` onto the nearest FLOOR at his position (a PLATFORM if he died on one).
  - Deep: the curtain drops through the water (slow, billowing); the flap opens on the blue; the corpse drifts down with the bullseye on his chest.
- **Gore ladder:**
  - arm and leg off on the riveted board (TING +10, +20):
    - VH / H: as built (dismemberment stays at H) at 80% / 60%.
    - M: the hits dent the tin board at the arm and leg with dark gashes; the limbs stay.
    - L: each hit spins his limb like a tin target with a TING and sparks; a dark puff.
    - VL: TING and sparks only.
  - the slug through the painted heart (heartShot + hole):
    - H: a dark shape behind the bullseye.
    - M: a dark hole through the bullseye.
    - L / VL: the bullseye shot flips him flat backwards behind the wall like a gallery target.
  - on the real floor, the bullseye on his chest, the doll tossed on:
    - all levels: same. VL: he puffs out; the bullseye stays painted on the floor where he lay, and the plush doll lands on it (the final image).
  - The realm's horror (tent, the tin dead, the barker) stays at full strength at every level.

## pump.dollhouse · DOLLHOUSE · MYTHIC realm
- **Built on** the saloon (deathCrack → 'c.shrink' → the realm → 'c.box').
- **Needs:** a FLOOR for the corpse at the return.
- **range** any · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Self-contained; 'c.shrink' swells whatever map is playing past the frame; 'c.box' opens on that map.
  - Deep: the shrink makes the sea vast; the box flaps open on the blue; the stitched corpse drifts.
- **Gore ladder:**
  - burlap tear: cloth scraps, 46 tufts of stuffing (some red), a beating heart in the fluff, gibs and mist:
    - H: no heart; the red tufts stay.
    - M: he splits open at the seams but stays in one piece; white stuffing pours out, a few tinted tufts.
    - L: the seams pop one after another with puffs of white stuffing; he goes limp like a doll.
    - VL: popping seams, white tufts and sparkles.
  - his rag head lands on the nursery floor:
    - VH / H: as built.
    - M / L / VL: the head stays on; it lolls to one side.
  - in the saloon, a corpse stitched at every seam, stuffing out of the wounds:
    - VH / H: as built; at H the stuffing out of the wounds is white, not red.
    - M / L: the stitched seams only.
    - VL: the body puffs out; one button eye drops onto the floor where he lay (the final image).
  - The realm's horror (the dolls with his face, the giant eye) stays at full strength at every level.

## pump.grand-slam · GRAND SLAM · MYTHIC
- **Built on** the castle courtyard.
- **Needs:** a FLOOR with 4 m between them for the pitch.
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. Indoors the smoke from the neck collects under the CEILING.
  - Deep: the game turns explosions into a bubble shockwave. The grenade in his mouth goes off as a bubble burst that blows his head apart inside a sphere of silver bubbles; the neck streams red and bubbles like a chimney.
- **Gore ladder:**
  - the grenade lodged in his mouth (cheeks bulging):
    - all levels: same.
  - the head goes off like a firework (jaw away, skull cracked, brain splat):
    - H: the head goes; the brain is a dark wound.
    - M: the head stays. The blast blackens his face, blows his hair upright, smoke pours from his mouth, nose and ears, dark wounds; he falls back stiff.
    - L: a muffled puff (cheeks balloon), a soot face, smoke rings out of the ears; he teeters and falls.
    - VL: a starburst of sparks and a big smoke puff over his head; it clears on a sooty silhouette that falls and puffs out.
  - the headless body, the neck smoking like a chimney:
    - VH / H: as built.
    - M / L: the smoke pours from his mouth instead.
    - VL: smoke from the puff.
  - the replay (CALLED IT):
    - all levels: same.

## pump.skin-classic · THE SOUND · COMMON
- **Built on** the castle courtyard.
- **Needs:** a FLOOR run of 4 m for him to run.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR. Near a DROP he runs for the edge and the blast takes him at the lip; he falls.
  - Deep: the sound rings roll out through the water as visible rings; he swims away; the blast takes him in the back; the corpse jerks at the next rack.
- **Gore ladder:**
  - a see-through hole in the back, pitched face first, a pool:
    - H: the hole stays; a dark rim.
    - M: a dark wound. L: a dark puff; face first, out cold. VL: sparks; stars.
  - the corpse jerks at the next rack:
    - all levels: same. VL: the jerk, then the puff (even his last puff flinches at the rack).

## pump.skin-taped · FLICKER · RARE
- **Built on** the backyard, black but for the taped flashlight's cone.
- **Needs:** a FLOOR with 4 m for his frozen approaches.
- **range** mid (he comes to Faris) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map: the darkness is the flashlight's own. Lit maps (Pinball, Retro Desktop) fail too: the light cuts with the flashlight as a power drop.
  - Deep: made for it: the abyss is dark; the taped flashlight cone in the water, particles in the beam, his frozen poses floating closer.
- **Gore ladder:**
  - point blank at the neck, the head off:
    - VH / H: as built (the head goes at H); the stump is dark at H.
    - M: the head stays; he is thrown out of the beam with a dark wound.
    - L: a dark puff; out of the beam.
    - VL: sparks; out of the beam.
  - the beam holds steady on the body ('ONE MORE TURN'):
    - all levels: same. VL: he puffs out inside the beam, and it holds steady on the empty spot where his knife lies (the final image).

## pump.skin-camo · DECOY · EPIC
- **Built on** the backyard.
- **Needs:** a FLOOR with room to creep round behind him (3 m).
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR; the cut-out's camo print takes the map's palette (green on the lawn, sand at the Forts, grey at the Base, tile print in the Kitchen), a better disguise per map.
  - Deep: the cut-out is weighted on the sea floor and sways in the current; he empties his pistol into it with bubble trails.
- **Gore ladder:**
  - the head blown off backwards:
    - VH / H: as built; the stump is dark at H.
    - M: the head stays; a dark wound; he falls back.
    - L: a dark puff. VL: sparks, stars.
  - he falls onto the cut-out:
    - all levels: same. VL: he puffs out on top of it; the cut-out with six holes and PROPERTY OF F.B. stays (the final image).

## pump.skin-cartoon · PLUGGED · EPIC
- **Built on** the saloon.
- **Needs:** a FLOOR.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR.
  - Deep: the bulge travels up his arm; the top of his head pops off on a jet of bubbles instead of smoke; bubbles chimney out of the skull.
- **Gore ladder:**
  - the bulge travels up the finger, arm and neck:
    - all levels: same (cartoon).
  - the top of the head pops off like a cork, an open pink skull, chimney smoke:
    - H: the lid pops on a dark hollow.
    - M / L / VL: his HAT pops off like a cork on a jet of smoke and spins away; the smoke puffs out of his hair like a chimney; eyes bugged; he blinks and flops.
  - the finger stays in the barrel; Faris blows it out like a cork:
    - VH / H: as built.
    - M / L / VL: his finger comes out of the barrel with a cartoon POP as he flops; Faris points the barrel up and blows a perfect smoke puff instead.

## pump.skin-ice · SNOW GLOBE · LEGENDARY
- **Built on** the rooftops in the rain.
- **Needs:** a FLOOR 3 m wide for the dome.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Rain maps: the rain bounces off the dome as built. Dry maps: dust and the map's own particles settle on the dome (embers by a torch, steam in the Kitchen), and Faris breathes on the glass.
  - Deep: the dome freezes shut in the water; the sea's own particles drift against the outside while the red snow swirls inside.
- **Gore ladder:**
  - 70 red flakes freeze off him inside the dome:
    - VH / H: as built; at H 60% of the flakes are red, the rest white.
    - M: pink snow, mixed red and white.
    - L / VL: white snow only (his frozen breath turns to snow).
  - frost to the bone, slid down against the glass:
    - H: frost look; the x-ray-only rule.
    - M / L: the frost look, out cold. VL: stars.
  - the kicked globe, the snow settling:
    - all levels: same. VL: he puffs out inside, and the snow settles on an empty globe floor (the final image).

## pump.skin-neon · MOTH · LEGENDARY
- **Built on** the saloon, dimmed to the neon glow.
- **Needs:** a FLOOR.
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map dims to the gun's glow. Maps with real moths of light (the Cage's lights, Pinball) keep a faint glow far back.
  - Deep: the moths become small silver fish drawn to the glowing barrel; the anglerfish lure glows far behind in the dark.
- **Gore ladder:**
  - a burn mark on his cheek, smoke:
    - VH / H: as built.
    - M: a dark burn. L: a soot mark. VL: a sizzle of sparks.
  - the top of the head blown off point blank (scalp), a pink-lit mist:
    - H: the scalp goes; a dark wound under it.
    - M: he is thrown back with a dark wound.
    - L: a dark puff. VL: a flash, stars.
  - four moths land on him:
    - all levels: same. VL: he puffs out; the moths circle where he was, then go back to the neon barrel.

## pump.skin-gold · CORONATION · MYTHIC
- **Built on** the castle courtyard; the throne room is five casts by Faris.
- **Needs:** a FLOOR 6 m wide (the casts scale to narrower floors down to 4 m).
- **range** close-mid · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any FLOOR; the throne room's casts land on the real floor and backdrop.
  - Deep: the throne stands on the sea floor; the banners sway in the current; the carpet rolls out over the sand.
- **Gore ladder:**
  - twelve gold pellets embedded round his skull like a crown, red trickles:
    - VH / H: as built; the trickles at 80% / 60%.
    - M: the crown of pellets, thin dark trickles.
    - L: the twelve gold pellets stop in the air round his brow and lock into a floating crown that settles on his head; no wounds.
    - VL: the same floating crown, with sparkles.
  - he stands crowned a beat, then topples face down:
    - all levels: same. VL: he puffs out as he lands; the gold crown drops onto the carpet and rolls to the foot of the throne (the final image).

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# PLANS (pump)

## Multi-victim: one 2-victim film (the page has none)
- **THE V** · EPIC bonus · 2 victims. One shell, two halves of the spread. Two men rush him from the front, shoulder to shoulder, reaching for the gun from either side; Faris fires once between them, and the six pellets split three and three. They fall away from each other in a perfect mirror V, Faris standing at its point; their blood paints a V on the floor, and the hull lands in the crotch of the V.
  - needs FLOOR 5 m · range close · air no · victims 2 · death families: two different ones (one ARTERY femoral, one SPINE fold), so the mirror is a lie when you look closer.
  - Ledger: no two-for-one with a split spread (pistol.crowd-control lines two up for one round, a different mechanic and image).

## Underwater (The Deep): 2 films
- **LAST WORDS** · RARE-tier film for The Deep. Point blank in the abyss, his last scream leaves his mouth as one big wobbling bubble with the scream trapped inside (muffled, you hear it). It rises past Faris's face towards the light; Faris lets it go by, then pops it with the muzzle tip, and the scream rings out loud and clear for one second over the drifting body.
  - needs UNDERWATER · range pointBlank · air yes (everyone swims) · victims 1 · death: a slow red bloom from the chest (blood clouds); the bubble is the signature.
  - Gore: M a dark cloud; L a dark puff; VL bubbles and sparkles, the body fades in a swirl of bubbles.
- **STUNG** · EPIC-tier film for The Deep. The game's underwater blast shoves harder than it hurts: it drives him back into the glowing jellyfish that drift round the abyss. Their tentacles wrap him, he lights up from inside in a blue strobe (his skeleton flashing in each pulse) and glows like one of them; Faris racks and watches; the jellyfish drifts away with him tangled in it.
  - needs UNDERWATER + the jellyfish (ELECTRIC / CREATURE, always present in The Deep) · range close · victims 1 · death: ELECTROCUTION (`s.electrocute` col blue, skel strobe, from the tentacles), OPEN family.
  - Gore: M no skeleton strobe, a blue outline glow; L a blue glow, out cold; VL sparks and a glow, then the puff inside the bell.

## Mid-round small kills (≤ 3 s; no realms, no map-changing casts, single victim; never on SMALL maps)
1. **OUT OF HIS BOOTS** · the blast throws him out of his planted boots. His feet stay in them, and the tendons stretch from the boots to his ankles like rubber and snap one by one as he flies; the empty boots stand smoking where he stood.
   - FLOOR · pointBlank · death: TENDONS STRETCH (`s.tendonRip` shinF + shinB), PREFERRED. M: the boots stay empty, he flies out of them; L / VL the same, a puff of dust from the boots.
2. **STUCK THE LANDING** · the blast flips him one full backflip and he lands on his feet, arms out like a gymnast. Faris holds up a card: 10. A beat, then his spine folds backwards and he drops.
   - FLOOR + 2 m headroom · close · air yes (an airborne victim lands the flip) · death: SPINE fold (`s.spineSnap`), OPEN. M no spur; L out cold; VL stars and the puff.
3. **PEEKABOO** · he peeks round the edge of cover (a crate, a pillar, a wall end); Faris fires at the edge, the light cover bursts (bullet tier) and the spread strips the face that was peeking; he slides out sideways into view.
   - BREAKABLE_LIGHT or any cover edge · close · death: PEEL (`s.peel` head 'strip', depth muscle), OPEN. M a dark scuffed face; L a dark puff and splinters; VL splinters and sparks.
4. **CURTAIN CALL** · the gut blast folds him into a deep stage bow and he holds it, a long red string from his mouth to the floor; Faris bows back, politely; then he falls.
   - FLOOR · pointBlank · death: blood from the mouth + gut wound (ARTERY aorta jet into the floor), OPEN. M a short dark string; L a slow bow and out cold; VL the bow, stars, the puff on the bow back.
5. **SWING DOOR** · the blast throws him backwards through a door or window that swings shut after him; a beat; it swings open again and his hat sails back out and lands at Faris's feet.
   - OPENING (doors, windows, hatches, the lift doors; never saloon, which is SMALL) · close · fallback: through a stack of light crates that collapses behind him · death: the blast + the fall beyond (unseen), the hat is the image. M / L / VL: the same, the hat lands; VL a puff of dust rolls out of the doorway.

## Old finisher remakes (`38_fin_kills.js`)
- **BOOMSTICK** (old: a butt stroke, kicked down, a point-blank blast that tears him in two) → remake as a bonus EPIC film, keeping its beats, raised to page quality. Uniqueness: glass-jaw owns a butt stroke to the jaw, so the remake opens with a butt stroke to the gut that folds him, the boot puts him down, and the blast tears him in two at the waist; the top half drags itself one metre towards Faris and Faris racks over it. Death SLICE / HALVE is RESTING, so it needs the coordinator's remake exemption (the death IS the old kill).
- **BLOWN AWAY** (old: stock to the face, rack, point blank, thrown into the wall, slides down) → skip: cornered owns the slam into the wall and the slide.

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# Ledger checks done for these plans
THE V, LAST WORDS, STUNG, OUT OF HIS BOOTS, STUCK THE LANDING, PEEKABOO, CURTAIN CALL, SWING DOOR: grepped the whole ledger (24 Oct) plus TRAPS / DEATHS / REALMS. No clash found. Dropped on the way: THE DIP (revolver.last-waltz ends in a dip).
