# CONVERSION SHEET + PAGE PLAN · REVOLVER (`58k_w_revolver_1.js`, KILLPAGES-A) · 6 kills built (of 25 new + 7 skins)
P0.10, written 24 Oct against the new brief. This sheet changes no code. The 6 built kills are converted in P2.1; the rest of the page is built on the new rules in Layer 3 (P3.A), one page fully crafted.

**The rule for every adaptation (brief §0):** an adapted version is as crafted, as long and as gory at EXTREME as the original. It is never a cheaper fallback.

## Legend
Range bands, gore columns, text, Deep, Kitchen and mirror are as in `conv/pistol.md`.

## The real gun, v4 game (`WeaponDefs.cs`, StickFight-dev)
- **The magazine:**
  - **3 heavy rounds a cylinder**, **5 rounds a pickup**, reload **1.0 s**;
  - rate 3.5 / s, dmg 44, knockback 3.2, range 10 m, spread 0.015, recoil 1.5;
  - **aimKick 0.3:** the aim climbs with every shot.
- **The page was built on a six-shot cylinder.** Every kill that fires more than 3 without a reload, or more than 5 in all, is fixed below.
  - Every fix makes the reload a crafted beat: the cylinder swings out, the empties fall in a ring, the speed loader is thumbed home, a wrist flick closes it.
  - None shortens a kill. A kill whose CORE is built on six chambers keeps its idea in three (THE SIXTH CHAMBER below).
- **The climb is a signature:** each kill's second and third rounds land higher than the first unless Faris resets his aim on screen. Where the built kill aims all rounds at one height, the fix shows the muzzle settling back down between shots.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | rounds (built → v4) | Deep |
|---|---|---|---|---|---|---|---|---|---|
| high-noon | M realm | saloon → THE TOWN AT NOON | FLOOR | mid (30 paces in the realm) | none | no | 1 | 6 → 3 + reload + 2 | adapts |
| dead-mans-train | M realm | rooftops → THE TRAIN OF THE DEAD | FLOOR | close | none | yes | 1 | 3 | adapts |
| last-waltz | M | saloon (cast music box) | FLOOR ≥ 4 m flat | pointBlank → close | none | no | 1 | 4 → 3 + reload + 1 | skip |
| sixth-chamber | L | castle | FLOOR | pointBlank | none | no | 1 | 1 (six chambers → three) | adapts |
| moonshine | L | saloon | FLOOR | close | fire | no | 1 | 1 | skip |
| dead-mans-hand | L | saloon (cast table) | FLOOR | close | none | no | 1 | 2 | adapts |

- **Multi-victim films:** none so far. One may be built in P3.A (the page allows 1-2).
- **Works anywhere:** sixth-chamber, moonshine, dead-mans-hand, last-waltz, and both realm kills (they start from any arena).

---

## revolver.high-noon · HIGH NOON · MYTHIC (realm: THE TOWN AT NOON)
- **Built on** the saloon for the lead-in, then the realm ('a.bleach' crossing, 'a.sundown' return). The realm is drawn; nothing of the map is used inside it.
- **Needs:** FLOOR. The bleach-out starts from whatever arena is playing, and the sundown return lands in the real arena where he stood.
- **range** mid (the realm's thirty paces; the real gap only chooses where the return lands him) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** built as six fanned rounds in one second. The v4 revolver holds 3, with 5 a pickup. **The fix keeps the toll as the trigger:**
  - On the twelfth toll he fans three: both knees, then the climb carries the third into the gun elbow.
  - The bell's echo rolls down the dead street while he reloads in 1.0 s, on screen in sepia close-ups that stand in for the six impact panels: the cylinder out, the three empties dropping into the dust in a ring, the speed loader, the flick shut.
  - The last two rounds come on the echo: the throat, then the forehead, the climb doing the aiming.
  - 5 rounds, the whole pickup. **CORE line updates** from "the revolver uses all six" to "the revolver uses everything it has".
  - The 3×2 panel grid becomes 3 panels + the reload strip + 2 panels: the same count of beats, and better than before.
- **Deep:** the realm is dry. The sundown return drops him into the real sea face-first, sinking with his hat floating off.
- **Gore ladder:**
  - both knees, the gun elbow snapped, the throat opened, the forehead holed; standing a beat, then face-first into the dust:
    - H: unchanged.
    - M: dark wounds at each joint with no snap angles; the throat round is a dark gash; the forehead a dark wound. He stands the beat, gun half-drawn, and falls.
    - L: puffs; he stands out cold on his feet for the beat, then falls.
    - VL: sparks at each; stars round his hat; the fall; the puff.
  - The dead in the windows keep watching at every level.

## revolver.dead-mans-train · DEAD MAN'S TRAIN · MYTHIC (realm: THE TRAIN OF THE DEAD)
- **Built on** the rooftops for the lead-in, then the realm ('a.depart' / 'a.tunnelout').
- **Needs:** FLOOR. 'a.depart' pulls the real arena away like a platform; the return lands in the real arena.
- **range** close · **hazard** none (in the realm, the tunnel is the hazard) · **air** yes · **victims** 1.
- **Real gun:** the foot, the shoulder, the shot in the dark = 3: one cylinder. Fits.
- **Deep:** the realm is dry. The return spits his legs out first onto the sea floor, then the rest drifts down in the tunnel's black smoke, now a black cloud.
- **Gore ladder:**
  - the tunnel arch tears his upper body off at the chest; the legs stand in the flash:
    - H: unchanged.
    - M: the arch strikes him across the chest and hurls him off the roof whole, a dark gash across the chest. In the flash, his hat is still on the roof where his head was.
    - L: the arch swats him flat on the roof, out cold; he slides off the end car into the dark.
    - VL: the arch's edge throws sparks; he's knocked off into the dark in a puff; stars trail behind the train.

## revolver.last-waltz · LAST WALTZ · MYTHIC
- **Built on** the saloon floor; the music box is cast.
- **Needs:** a flat FLOOR of at least 4 m for the box step. With less, the box step turns on the spot (a crafted pivot waltz).
- **range** pointBlank → close (the spin-outs) · **hazard** none · **air** no · **victims** 1.
- **Real gun:** knee, stomach, shoulder, then the heart in the dip = 4, one more than a cylinder.
  - The fix puts the reload inside the dance. On the third spin-out she staggers at arm's length while Faris, still holding her hand, swings the cylinder out against his hip, drops the empties and thumbs a single round in with his free fingers in time to the music box's tinkle (1.0 s, one bar).
  - Then the dip. 4 rounds of the 5.
- **Deep:** skipped (a waltz needs ground).
- **Gore ladder:**
  - knee snapped, the stomach (guts spill and drag as she dances: GUTS RESTING; it's the image of the kill, kept and owned), shoulder broken, the heart in the dip; bloody footprints and a skirt-shaped pool:
    - H: the guts become a dark wound she holds closed with her free hand as she dances; the heart is a dark wound.
    - M: dark wounds at each; no guts; the footprints are dark and faint; the pool is small.
    - L: puffs at each turn; she dances on, dazed; at the dip she goes limp out cold in his arms and slides off.
    - VL: sparks at each turn; stars over her head through the last bar; the dip; the puff. Faris bows to the empty spot.

## revolver.sixth-chamber · THE SIXTH CHAMBER · LEGENDARY
- **Built on** the castle. Nothing of the map is used.
- **Needs:** FLOOR.
- **range** pointBlank · **hazard** none · **air** no · **victims** 1.
- **Real gun:** built on a six-chamber cylinder (five out, one in). The v4 cylinder holds 3. **The idea holds in three, and the kill becomes THE THIRD CHAMBER:**
  - Two live rounds are tipped onto the stone, one in. The spin.
  - Click on the forehead. Faris spins again (true roulette: a spin before every pull), click.
  - The bored whip that breaks the nose, the mouth breathing, the barrel in.
  - A spin, and it's still the last chamber.
  - The CORE line, "roulette with one round left in, and it is always the last chamber", stays as it is. The number of clicks stays at 5 because of the re-spins, so nothing is shortened. The insert reads TWO OUT · ONE IN; the cylinder dive shows three chambers, one brass.
  - Name: THE THIRD CHAMBER, or keep THE SIXTH CHAMBER as the old roulette phrase. Coordinator's call.
- **Deep:** the tipped rounds drift down slowly; the clicks are muffled; the blood from the nose rises in two threads; the final shot's exit is a red plume up through the water.
- **Gore ladder:**
  - the nose broken flat (two streams over the lip), then the last chamber up through the roof of the mouth and out of the top of the head (SKULL RESTING). P2.1 makes the exit the shell's crafted `s.liquefy` drain through the mouth instead: he empties through it onto the stone in a slow pour while his eyes stay open. The roulette is the concept; the skull isn't needed.
    - H: the nose as a dark swollen wound; the drain stays.
    - M: the nose swells dark, no streams; the shot is a dark wound under the chin; he tips back.
    - L: a puff at the nose (a cartoon swell), then a puff under the chin; out cold.
    - VL: sparks; stars; the puff.

## revolver.moonshine · MOONSHINE · LEGENDARY
- **Built on** the saloon. Nothing of the map is used: the jug is pulled from his coat.
- **Needs:** FLOOR. On a map with a HOT element near him (Kitchen hob, a torch), the mist ignites off the real flame instead of the muzzle flash: a crafted variant. The muzzle-flash version is the default.
- **range** close · **hazard** fire · **air** no · **victims** 1.
- **Deep:** skipped (no fire under water).
- **Gore ladder:**
  - fire back down his throat, the ribs glowing through the chest, flames from the eyes, charred, the wick (BURN RESTING; it IS the concept, shown from the inside):
    - H: unchanged (the char hides anatomy).
    - M: the fireball blows back over his face and singes him black; smoke pours from his mouth and ears and he falls, the wick flame on his lips.
    - L: the fireball blows back in a black puff of soot; he coughs smoke, his hair stands up singed, and he falls out cold. A tiny flame flickers on his hat.
    - VL: the fireball becomes a burst of sparks and confetti smoke; stars; the puff. The wick flame burns on the floor where he was.

## revolver.dead-mans-hand · DEAD MAN'S HAND · LEGENDARY
- **Built on** the saloon; the table, chairs and deck are cast.
- **Needs:** FLOOR. On a map with a real table-height BIG_PROP or PLATFORM edge near them (Kitchen chopping board, a crate), they play on it instead of the cast table.
- **range** close · **hazard** none · **air** no · **victims** 1.
- **Real gun:** 2 rounds. Fits.
- **Text:** the cards are in-world: kept.
- **Deep:** the cards drift off the table; the hand is held up in the water; the round through them leaves a bubble trail and the four cards spin away holed.
- **Gore ladder:**
  - the forearm, then through the four cards into his face; face-down on the table in the blood:
    - H: unchanged.
    - M: dark wounds; the cards are holed and blackened; he slumps forward over the cards.
    - L: the round snaps the cards out of his hand with a puff; he faints face-first onto the table.
    - VL: the cards burst into a spray of confetti suits; stars; the puff.

---

# THE PAGE PLAN

## Layer 3 (P3.A): the remaining 19 new kills + 7 skins, built on the new rules
- **Rarity spread still owed:** LEGENDARY 2, EPIC 7, RARE 6, COMMON 4 (the 3 MYTHIC are built).
- **Skins:** CLASSIC common, TAPED rare, CAMO + CARTOON epic, ICE + NEON legendary, GOLD mythic. Each checked against every `skin-<type>` line and 58k_TRAPS.md.
- **Dropped from my earlier list:** BRANDED (ar.skin-classic owns the branding muzzle) and SIX-SHOOTER-style fans (a three-round gun; LIMBS OFF is resting).
- Every new kill uses the revolver's own signatures: the heavy knockback (3.2), the climbing aim, the three-round cylinder and its 1.0 s reload, the hammer, the fan.
- They're written against element kinds from the start.

## Underwater: 2 films for The Deep (P2.4); they count among the 19 above
1. **SINKER** (LEGENDARY) · CORE: every heavy round is a lead weight.
   - He's floating up toward the light when the first round hits; each hit adds weight and he sinks faster.
   - The third round, then the reload, then two more drive him down into the black trench below The Deep's floor, Faris watching from above as the light shrinks.
   - DEATH: DROWN / SINK (OPEN).
   - LOW / VL: he sinks out cold, bubbles trailing; at VL a puff of bubbles where he vanishes.
2. **PORTHOLE** (EPIC) · needs The Deep's wreck (an OPENING).
   - CORE: he hides behind a sunken porthole. The first round stars the glass, the second goes through the star, and the sea pours in through the hole and pulls him through it after the water.
   - DEATH: CRUSH (OPEN), the body forced through the small round hole.
   - LOW / VL: he's sucked against the glass, flattened comically, and floats off out cold; at VL a puff of bubbles.

## MID-ROUND small kills: 5 (P2.3, next on my list after the pistol's)
All are ≤ 3 s, one victim, no realms or map-changing casts. Each was checked against the ledger and the death table.
1. **SLOW PULL** · works anywhere.
   - CORE: the double-action pull, slowly. While he begs we watch the hammer climb and the cylinder turn a full chamber in two seconds.
   - The hammer falls on the last word.
   - DEATH: through the throat; the carotid jets in time with his last words (ARTERY, OPEN; not "pumping through the fingers": his hands stay raised).
2. **TOOTHPICK** · works anywhere.
   - CORE: Faris spits his toothpick; it sticks in the man's eye. While he paws at it, one heavy round.
   - DEATH: EYE POP / SOCKETS (OPEN): the toothpick's eye bursts as the round knocks him back.
3. **HOLSTER SHOT** · works anywhere.
   - CORE: he never draws. Faris tilts the holster up with his hip and fires through the bottom of the leather; the holster smokes.
   - DEATH: through the knee, and the knockback sits him down (KNEES RESTING → the round takes the thigh instead: TENDONS, the hamstring snapping).
4. **DOOR STOP** · needs an OPENING (a door, saloon doors, a hatch); else a WALL.
   - CORE: the knockback carries him back through the door, and it swings shut on him with a bang.
   - It swings open again with the impact: he's sitting against the far side, and it swings shut once more on the image.
   - DEATH: one heavy chest round; the door does the rest.
5. **SPEED LOADER** · works anywhere.
   - CORE: he charges on the empty click. Faris thumbs the speed loader home, and the flick of the wrist that slams the cylinder shut is the same move that brings the barrel up into his face.
   - Load and fire in one motion.
   - DEATH: one round through the mouth as he shouts; he stops dead on his feet and drops back.

## Remakes of the old finishers (P2.5)
| old finisher | the remake |
|---|---|
| HIGH NOON (EXISTING: back turned, a quick-draw from the hip, one round through the heart, a twirl) | Already remade as the page's HIGH NOON (the dead town, the twelfth toll). The old back-turned stare isn't used: back-turned swagger is a trap. |
| SIX-SHOOTER (NEW: fan six rounds, six limbs) | Not remade. The real cylinder holds 3, and the limbs-off family is RESTING. The fan lives on in HIGH NOON's three on the toll. |
