# ROCKET LAUNCHER · THE BEAT SHEETS (the 23:58 bar) · KILLPAGES-I · 25 Oct
Companion to `rpg_plan.md` (its REVISION section is the summary). Every kill here is scripted before any code: timed beats
(scene seconds; the gameplay lead-in is negative time, the kill cam opens at 0), staging, the camera on every beat, the
hook, the arc, the final image, the EXTREME layer and the crafted ladder. The page's camera language: **the smoke trail is
the line of the story** (the rocket's own trail draws every film's composition), the rocket's-eye ride, and **a different
blast in every kill**. Page kit: `58k_w_rpg_kit.js` (window.K58RP: the real flight law, fire, trail, reload, scorch star,
the blast library). Real numbers: launch 9.5 m/s, x e^(0.9 t) to 30 m/s at 1.28 s, 3 s life then an airburst, blast radius
1.875 m (166 u), push ~14 m/s, recoil 3.6, reload 1.75 s, self-damage, fizzle in water, the slow bubble torpedo in The Deep.
Flight times at the real law: 3 m 0.33 s · 6 m 0.50 s · 10 m 0.71 s · 15 m 0.98 s · 25 m 1.37 s · 40 m 1.87 s.

**Every ending:** `s.goreCam(t, at, { min: 4, ws: { 5: ~120, 4: ~145 }, final: true })` on that kill's own wound, the
camera logged on the last frame. **The ladder** (brief §6): XT = all of it; VH = the anatomy at 80% blood, no lens; H =
dark, smaller, the close wider; M = no wounds open: the kill's crafted non-gore beat; L = out cold, stars, the gag; VL = a
puff and the set piece alone. Each kill below lists only its OWN substitutions.

Ledger before build: one line per kill in `58k_LEDGER.md` (ROCKET LAUNCHER section), from these sheets.

---

## A · THE 25 FILMS

### 1 · FINAL APPROACH · MYTHIC · DEATH REALM (THE LAST FLIGHT) · 11.5 s
- **Hook:** he wakes buckled into a seat on a crashing airliner whose dead passengers wear their oxygen masks and all
  turn their heads to him; the cabin breaks open at altitude and the cold takes him before the ground does.
- **Lead (gameplay):** a mid-range duel on any floor; he fires, Faris side-steps; Faris shoulders the tube, the real 0.5 s
  flight (6 m), contact at -0.02.
- **Beats:**
  - 0.00 the hit: `s.deathCrack`; a white flash that does not end. CAM: crash on the impact, hold the white.
  - 0.25 CROSSING (new, 'i.spin'): the frame goes into a FLAT SPIN, the arena whirling round him like a stricken
    cockpit, the stall horn rising; streaks of night sky, the moon going by twice. CAM: locked on his face, the world
    rotating behind it (camera rot driven by the spin), 1.2 s.
  - 1.45 THE CABIN: the spin slows into the aisle of a night airliner nose-down 12°, smoke along the ceiling, rows of seat
    backs in depth (3 parallax planes), overhead bins rattling. He is buckled in a window seat. CAM: wide down the aisle
    from the cockpit door, slow push.
  - 2.3 THE MASKS: every yellow mask drops at once on its hose with a pop of the panels; every passenger is already dead,
    grey, masks on, faces forward. CAM: a sideways track along one row, the masks swinging into frame one by one.
  - 3.0 THE HEADS TURN: all of them, together, toward him. CAM: a whip to his face, then a reverse over his shoulder down
    the rows of turned faces.
  - 3.6 THE BUCKLE: he yanks at the belt; it will not open. Faris walks down the aisle (crown, tube on his back), sits in
    the seat beside him and fastens his own belt, and reads the safety card. CAM: a two-shot across the armrest; insert
    on the card's BRACE picture.
  - 4.8 THE BREACH: the fuselage tears open two rows ahead: the howl, everything loose sucked toward the hole (cups,
    cards, a shoe), the cold pouring in as white vapour. CAM: shake, a slow dolly in on him, frost blooming on the window.
  - 5.3 FROSTBITE (OPEN, s.frostbite 'gangrene' then 'ice', from 'ends'): frost runs up from his fingertips while he claws
    at the buckle; the fingers go white, then black; he pulls and they SNAP off on the buckle one by one. CAM: an insert on
    the buckle as the fingers break against it, back to his face whitening, the eyelashes frosted.
  - 6.6 the dive steepens; Faris taps the card's BRACE picture and folds his arms. CAM: tilted 30°, the aisle a slope.
  - 7.2 IMPACT and RETURN (new, 'i.crashdown'): the cabin floor slams down onto the real arena floor and the fuselage
    bursts into dust and sheet metal that blows away, leaving only his seat standing on the real floor. CAM: a hard cut
    to the arena wide as the dust clears.
  - 8.2 Faris unbuckles and stands up unhurt; the seat-belt sign above the empty air pings off. CAM: low on the seat.
- **Final image:** a single scorched airliner seat on the real arena floor, him frozen blue-white in it, eyes frozen open,
  the mask swinging in front of his face, his black fingers on the floor by the buckle.
- **XT:** the fingers snap with red ice in the breaks; the skin splits in the cold along the knuckles and cheeks; blood
  freezes in red icicles from his nose and eyes; the final goreCam on the hands and the buckle, then his face (w120).
- **Ladder:** VH the same, icicles pink; H no red ice, the fingers break white; M frost only, he freezes whole and nothing
  breaks (the fingers stay on); L he faints in the seat, stars in the frost; VL the seat is empty when the dust clears,
  the mask swinging over nothing.
- **Blast look:** none seen: the hit IS the white-out into the spin.
- **Kits:** s.deathCrack, own crossing / return (registered 'i.spin' / 'i.crashdown'), own realm art (cabin, masks on
  hoses, turning heads), s.frostbite, s.music bed (engines, stall horn), a REALMS.md entry: THE LAST FLIGHT.
- **Deep:** adapts (the flooded cabin; the dead float in their belts; the impact is the wreck settling in silt).

### 2 · THE SMOKE · MYTHIC · DEATH REALM (THE SMOKE) · 11.0 s
- **Hook:** the rocket's own smoke trail takes him, and inside the smoke the faceless smoke people press their sooty
  hands to his mouth, and each one he breathes gets a face: his.
- **Lead:** mid-far range (12 m); the rocket's flight lays a long trail; contact grazes him at -0.02 (he is thrown, not
  killed; the trail hangs over him).
- **Beats:**
  - 0.00 the graze: he spins down; the trail hangs in the air above him like a fuse. CAM: low, the trail's long line
    across the frame (the page's composition).
  - 0.6 CROSSING (new, 'i.coil'): the trail comes alive and coils round him like a python from his boots to his throat,
    and pulls him up into itself. CAM: OUTSIDE the coil (never smoke over the lens: beam THE LANTERN SKY owns that):
    a slow tilt up as the coil tightens and the trail's line lifts with his shape inside it; on his last cough a hard cut.
  - 1.5 THE SMOKE: an endless grey hall of drifting smoke under a dull ember glow, a city of chimneys far off; soft smoke
    figures gather out of the drift and thin again (never rows to the horizon, never jointed limbs: portalgun THE
    DISCARDED's; no head turns: THE LAST FLIGHT keeps that beat, KIT-WORLD 25 Oct). CAM: wide, layers drifting across.
  - 2.6 he runs, coughing; the figures drift after him and close in; Faris walks through them untouched, the smoke
    parting round his crown. CAM: tracking him, the figures closing behind.
  - 4.0 THEY HOLD HIM: sooty hands over his mouth; each cough gives one of them his face. CAM: tight on his face between
    the hands; insert of a smoke figure's blank face forming his features.
  - 5.2 THE BREATH: black smoke pours into his mouth, nose and eyes; his chest heaves black. CAM: push in.
  - 6.4 DUST (RESTING; the death IS the realm): his edges fray into smoke from the fingertips in; he keeps his shape as a
    standing smoke figure, and turns his head. CAM: a slow orbit round the new figure.
  - 7.6 RETURN (new, 'i.exhale'): in the real arena the hanging trail gives one long sigh and a man-shaped puff drifts
    out of it, holds his shape for a beat, and the wind takes it.
- **Final image:** his cap dropping out of the thinning smoke onto the real floor, where nothing else of him is left.
- **XT:** before he frays: black-flecked blood sprays from every cough; his skin greys and cracks and black smoke leaks
  out of the cracks; his eyes run black tears; the lungs shown for real in a torn-open ribcage that fills with soot
  (s.openChest + s.lungs tinted black, not an x-ray). Close on the smoking chest and the cap.
- **Ladder:** VH the cough blood darker; H no chest, black tears only; M no blood: he coughs himself out cold and the
  figures carry him off; L he sneezes and passes out; VL he fades straight into smoke with sparkles.
- **Blast look:** a graze: a shoulder-high fireball he spins out of, seen small; the trail is the star.
- **Kits:** s.deathCrack, own coil / exhale, own smoke-figure painter, s.openChest + s.lungs (black), REALMS.md: THE SMOKE.

### 3 · THE VACUUM · MYTHIC · 9.6 s
- **Hook:** a thermobaric rocket: first a glittering cloud, then the fire, then the blast breathes IN, and he is breathed in.
- **Lead:** mid-far; the rocket airbursts 3 m over him (the real airburst look, here on his head by the kill cam's choice).
- **Beats:**
  - 0.00 the burst: not fire: a glittering fuel mist settles round him like snow. He looks up, puzzled, holds out a hand.
    CAM: slow push, the mist sparkling in the lights.
  - 1.1 IGNITION: one white flash. CAM: a hard cut to white, 2 frames, back.
  - 1.2 THE FIREBALL blooms to the radius and holds (1.875 m drawn exactly). CAM: wide, the radius filling the frame.
  - 1.9 THE INHALE: the negative phase: grass, dust, splinters, his cap and every loose element of the map in range
    (crates, bottles, a sign: whatever the map has, read with s.els) streak BACK toward the centre. CAM: a dolly in with
    the inrush, the debris streaking past the lens.
  - 2.4 CUBE 'ball' (CRUSH, RESTING; the inrush IS the concept, a ball at the blast's heart): his limbs fold inward, bones
    cracking in sequence, wrung and folded into a dense ball that slams into its own crater. CAM: a crash on the fold.
  - 3.2 REPLAY (KIT-REPLAY): reversed, cam 'over', speed 0.35, telestrator arrows red outward then blue inward, wipe
    'iris', a freeze on the fold.
  - 6.8 the dust settles. CAM: over the crater.
- **Final image:** a smoking crater with a dripping red ball the size of a football at its centre, and every loose thing in
  the arena lying round it pointing INWARD like iron filings; his cap floats down onto the ball.
- **XT:** the bones break out through the skin as he folds (white ends in the ball), the eyes forced out on the
  compression, blood squeezed out in a ring of jets that stays as a red sunburst on the crater floor; goreCam on the ball.
- **Ladder:** VH 80%; H no bone ends; M he is pulled in and curled into a foetal ball, whole, eyes shut; L curled,
  X-eyed, a bump; VL a ball of dust and stars that pops.
- **Blast look:** THERMOBARIC: mist, white ignition, a held dome, and the inhale (debris drawn inward).
- **Kits:** s.cube 'ball', own mist + inrush field (s.els loose props), s.replay reversed, RP.blast 'airburst' variant.

### 4 · GROUND ZERO · LEGENDARY · 8.4 s
- **Hook:** the 4 milliseconds of a blast at a ten-thousandth of real speed: the shock front walks through him like a slow
  glass wall and takes every joint apart as it passes.
- **Lead:** close-mid (4 m, 0.37 s flight); contact on the floor at his feet at -0.02.
- **Beats:**
  - 0.00 freeze into micro-time; a timestamp in the corner crawls 0.0000 s → 0.0041 s (story text, stays). CAM: dolly
    beside the front, low.
  - 0.3 the front (a thin bright ring, the world bent behind it) touches his boot; the shin ripples like a struck drum.
  - 1.0 the knee pops sideways out of its socket; 1.6 the hip; 2.2 the spine stretches; 2.8 the shoulder; 3.3 the elbow;
    3.8 the neck. CAM: each pop a beat: a punch-in insert on the joint, back out.
  - 4.3 the clothes peel off in the front's wake. CAM: wide.
  - 4.6 REAL TIME snaps back in one frame: the fireball, the push: he is flung. CAM: a whip after him.
  - 5.6 he lands long and loose. CAM: top-down.
- **Final image:** him stretched half again his height on the floor like a puppet with every string cut, the scorch star
  under him, the timestamp frozen at 0.0041.
- **XT:** TENDONS (OPEN): s.tendonRip on four limbs + the head: skin stretched to translucent at every joint, splitting at
  the shoulders and knees with the tendons visible as red cords, the joints' balls showing white in the splits;
  pooled blood along him; goreCam down the length of him.
- **Ladder:** VH 80%; H no splits, the limbs long; M the limbs bend wrong but never lengthen; L the front knocks him flat,
  cross-eyed; VL a dust ring passes, he puffs. The skin ripples at every level.
- **Blast look:** MICRO-TIME: the shock front made visible, the fireball frozen half-born.
- **Kits:** s.tendonRip, own shock-front painter, own timestamp, RP.blast frozen-then-released.

### 5 · THE BUNKER · LEGENDARY · VICTIM ROLE · 9.2 s
- **Hook:** he builds a pillbox to hide in, and the only way in is the slit he shoots out of.
- **Lead:** mid range; he takes a hit from Faris's kick, backs off, and casts his cover in the trigger.
- **Beats:**
  - 0.00 the victim casts (castInk by the VICTIM, 'thrust', both palms into the floor, zigzag line, slow rise): a
    concrete pillbox with a riveted steel door and a hand-wide firing slit. CAM: low, the pillbox rising.
  - 1.2 he fires out of the slit (bullets spark round Faris), laughing through it. CAM: through the slit at Faris.
  - 2.0 Faris lowers the tube and RELOADS with his back to the slit (the real 1.75 s reload, RP.reload). CAM: a two-shot,
    the slit's muzzle flashes behind Faris.
  - 3.8 Faris turns, kneels, aims at the slit. CAM: over his shoulder down the tube to the slit; a rack focus.
  - 4.3 the rocket goes in through the slit. CAM: ride the rocket into the dark (RP.rocketAt).
  - 4.6 CONTAINED blast: fire jets out of the slit, the walls glow red-hot, the door bulges. CAM: outside, wide, the
    pillbox shuddering.
  - 5.4 the door blows off its hinges and lands face-up in front of Faris: him pressed into it in relief. CAM: crash down
    onto the door.
- **Final image:** the steel door lying on the floor like a coffin lid, orange-hot and cooling, his face and spread hands
  set into it in relief, steam rising; castInkOut 'claw' un-draws the pillbox; the door stays.
- **XT:** CAST INTO METAL (new): the relief bleeds at its edges and boils; the face half-drowned in the metal shows the
  teeth through the burned lips; fat sizzles off the hot plate; goreCam on the face in the door.
- **Ladder:** VH 80%; H the relief scorched dark, no blood; M the door slams him flat and he is found pinned under it,
  out cold; L X-eyed under the door; VL the door lands and lifts: a puff underneath.
- **Blast look:** CONTAINED: jets of fire from the slit and the seams, glowing walls.
- **Kits:** castInk (victim 'thrust' zigzag) + castInkOut 'claw', own pillbox, own relief bake, RP.reload, RP.blast
  'contained'.

### 6 · SAY CHEESE · LEGENDARY · MULTI-VICTIM (2-3) · 8.8 s
- **Hook:** they think they've won and take a victory selfie, and the photo catches the rocket coming.
- **Lead:** a real multi-kill (2-3 bunched); one rocket into the group (the 1.875 m splash reaches all).
- **Beats:**
  - 0.00 the kill cam winds them back to the pose they struck a moment before: arms round shoulders, one holds a phone up
    at arm's length (s.pullOut, the victim's own phone). CAM: the phone's-eye view (an inset framing the selfie).
  - 0.8 through the phone screen: three grins and, small at the edge, a dot with a smoke trail. CAM: slow push on the dot.
  - 1.6 the FLASH and the shutter. CAM: a white-out merged with the blast's own flash.
  - 1.7 WAX (OPEN): the heat flash waxes them in the hug in one frame: skin to waxwork sheen, eyes glassy, the grins
    fixed. CAM: a frozen beat, the waxwork group.
  - 2.3 the push topples the waxwork in one piece; it lands still hugging. CAM: side-on, the fall.
  - 3.0 the heat runs the wax: the grins sag, faces slide, the hands melt into each other's shoulders. CAM: slow orbit.
- **Final image:** the phone face-up on the floor between them, its cracked screen showing the photo: three grins and,
  in the corner, the rocket an arm's length from the lens; behind it the sagging waxwork.
- **XT:** the wax splits and red runs out of every crack; under the sliding faces the raw red shows; a pool of blood and
  wax mixing round them; goreCam on the faces sagging over the phone.
- **Ladder:** VH 80%; H the cracks dark; M they land dazed in a heap, whole, no wax; L out cold in a pile, stars; VL
  they puff away and only the phone lands.
- **Blast look:** THE FLASH: white-out merged with the camera's.
- **Kits:** s.pullOut phone, own phone inset, s.wax (per body), multi-victim.

### 7 · CROW'S NEST · LEGENDARY · MAP ELEMENT (PILLAR / mast / tower, stage58) · 9.4 s
- **Hook:** he climbs the tallest thing in the arena to be safe; Faris doesn't aim at him, only at the foot of his perch.
- **Stage58:** the nearest tall element ≥ 3 m (PILLAR, a mast, a tower, a stilted tank) with a floor on top; OWED NO
  PILLAR where there is none.
- **Beats:**
  - 0.00 he waves down from the top. CAM: a slow tilt up the element to him.
  - 0.8 Faris aims at the base. CAM: down the tube at the base.
  - 1.2 the rocket into the base: rubble, the element cracks. CAM: low at the base, debris past the lens.
  - 1.8 it groans and goes over in one long fall, him clinging to the top. CAM: the camera rolls 90° with it.
  - 3.0 the top whips down fastest of all. CAM: a whip pan with the top.
  - 3.4 SPINE (RESTING; the whip of the falling perch IS the death): the whip flings him backward over the top's rail /
    parapet and folds him the wrong way at the waist, heels beside his ears. CAM: a crash on the fold.
- **Final image:** the felled element lying across the arena in its own dust, him at the far end folded backwards over its
  broken top like a towel over a rail, his cap still rolling.
- **XT:** the spine snaps out through the belly skin (bone white in the tear), the guts sliding out under the fold, blood
  running down the rail; goreCam on the fold.
- **Ladder:** VH 80%; H no tear, a dark crack; M he lands draped over the rail on his front, winded; L draped, stars;
  VL draped, then a puff.
- **Blast look:** GROUND: rubble spray at the base, the element shearing.
- **Kits:** the shared destruction state (P0.7), stage58, own fall + roll, s.spineSnap own staging.

### 8 · IN THE WORKS · LEGENDARY · MAP ELEMENT (MOVING machinery, stage58) · HAZARD crush · 8.6 s
- **Hook:** the blast throws him into the map's machinery, and the machine keeps its rhythm while it takes him through.
- **Stage58:** MOVING machinery with a period (Clock Tower gears, Pinball flipper, Retro window, Kitchen blender, lifts);
  OWED NO MACHINE elsewhere.
- **Beats:** 0.00 the blast beside him (a cold push: dust, no fire). 0.4 thrown into the machine's gap. 1.0 drawn in at
  its own pace (the element's own period from s.el). 2.0 pressed through a gap far thinner than a man. 3.0 fed out.
  CAM: per map: the gears close on him seen side-on; the flipper from below; the window's title bar; the blender jar.
- **Final image (per map):** on the gears, hanging flat from a tooth as it turns past the clock face; the pinball, plastered
  on the flipper as it flips again; Retro, a tiny flat icon of him on the taskbar with his name; Kitchen, a flat shape
  spinning down the jar; lifts, a flat shape behind the closed doors' window.
- **XT:** PAPER (RESTING; the mangle IS the concept): blood squeezed out of the rollers in sheets, the bones crushed into
  the print, the flattened body red-printed; goreCam on the flat shape.
- **Ladder:** VH 80%; H dark; M he comes out flat like a cartoon and pops back to shape, out cold; L the same, stars; VL
  flattened into a puff.
- **Blast look:** COLD PUSH: no fire, a white shock and a dust wall.
- **Kits:** stage58 MOVING, s.paperTear (flatten only), own per-machine feed clip.

### 9 · THE SAFEST PLACE · EPIC · VICTIM ROLE · MAP ELEMENT (LIQUID, stage58) · HAZARD liquid · 9.0 s
- **Hook:** rockets go out in water, and he knows it; so does Faris, who sits down at the edge and waits.
- **Beats:** 0.00 the killing rocket's blast throws him into the nearest LIQUID ≥ his height (sink, flooded lab, the
  sea). 0.9 Faris's next rocket into the water FIZZLES (the real Fizzle) and sinks dead beside him; he laughs
  underwater, bubbles. 2.0 Faris sits on the edge, reloads, rests the tube on his knee pointing at the surface. 3.0-6.5
  up for air, sees the tube, back down; up, down; his face goes blue. 6.6 the last breath leaves in one silver bubble.
  CAM: an underwater cut-away, the surface a bright wavering ceiling with Faris's shape on it.
- **Final image:** from under the water: his slack body drifting past the fizzled rocket; above, wavering, Faris standing
  up and shouldering the tube without having fired again.
- **XT:** DROWN (RESTING; the fizzle IS the concept): the first blast tore his side open: a red cloud spreads until the
  water is red; the lungs fill (an open ribcage view? no: his chest heaves and bloody froth leaves the mouth); his eyes
  burst vessels red; goreCam on the face in the red water.
- **Ladder:** VH 80%; H a thin dark thread; M no wound, he goes limp unconscious; L limp, no blue face, stars as
  bubbles; VL he puffs into bubbles.
- **Blast look:** a WET fireball over the surface and a column of steam, then the FIZZLE (a hiss, a dead rocket sinking).

### 10 · THE LINE · EPIC · 8.2 s
- **Hook:** the blast radius is a law: Faris traces it in gold on the floor, and the fire keeps to it exactly.
- **Beats:** 0.00 Faris casts the ring (castInk 'trace', back hand, spiral line, centre landing): a gold circle exactly
  1.875 m in radius, the number lettered on it. 1.0 he reads it, steps out, leans his head and shoulder back in over the
  line with a raised finger. 2.0 Faris fires into the centre. 2.4 the fireball swells to the gold line and stops dead
  against it like a glass wall. 3.0 everything of him inside the line is gone.
  CAM: top-down for the ring; side-on for the lean; a ride on the rocket; a slow orbit round the dome.
- **Final image:** top-down: the scorched gold circle, and outside it his body standing with a clean curved bite out of
  it that matches the circle's edge; then it falls outward, away from the line.
- **XT:** SLICE (RESTING; the radius IS the concept): the curved cut face shown cauterised and then breaking open: the
  cross-section of the shoulder and ribcage on the curve, blood welling through the char as he falls; goreCam on the
  cut face.
- **Ladder:** VH 80%; H dark; M nothing is cut: the line stops the fire at his face; he is scorched black on the inside
  half only and keels over; L the same, stars; VL the inside half fades in a puff, then the rest.
- **Blast look:** THE DOME: a fireball held to a perfect line.

### 11 · HALF-MAST · EPIC · MAP ELEMENT (a pole with a rope, stage58; castInk fallback) · 9.0 s
- **Hook:** the blast runs him up the nearest pole like a flag, and Faris flies him at half-mast.
- **Beats:** 0.00 the blast at the pole's foot throws him up it; the rope snags his ankle. 0.9 he hangs upside down
  halfway up, swinging, alive. 1.8 the wind picks up; he tries to climb the rope. 3.0 Faris walks to the cleat, lowers
  him exactly to half-mast, ties it off. 5.0 Faris salutes once with two fingers. CAM: a tilt up the pole; a low angle on
  the swinging body against the sky; insert on the knot.
- **Final image:** a man hung upside down at half-mast, swaying like a flag, Faris below saluting before he walks off.
- **XT:** HANG (RESTING; the flag IS the concept): the ankle rope cuts to the bone; the head swells purple-black, the eyes
  bulge and burst red, the nose and mouth bleed UP his face and drip from his hair into a pool under the pole; goreCam.
- **Ladder:** VH 80%; H dark; M the face reddens; L out cold, cross-eyed; VL he puffs and the rope swings empty.
- **Blast look:** A COLUMN: a fireball that climbs the pole.

### 12 · RODEO · EPIC · VICTIM ROLE · the old ROCKET RIDE finisher remade · 9.6 s (replaces OUT OF HIS SKIN, coordinator 02:40: portalgun's mid owns the idea and the name)
- **Hook:** the rocket scoops him up on its nose; he grabs the fins and, screaming, finds he can steer it; he brings it
  round in a wide loop back at Faris, who leans a hand's width aside; then the rocket's real 3-second life runs out with
  him at the controls.
- **Lead:** mid range; the rocket fired as he jumps (the real jump); it meets him at the top of the jump nose-first
  under his belly (the kill cam's slip: it lifts instead of bursting, for the 3 s of its life).
- **Beats:**
  - 0.00 scooped: he folds over the nose, legs kicking, carried up and away. CAM: RIDE (the rocket's-eye: s.ride on
    RP.rocketAt), the arena whipping past below.
  - 0.6 he gets a hand on a fin, then both, and the rocket answers: it banks. His scream turns into a whoop. CAM: a side
    track alongside, his face lit by the flame.
  - 1.2 THE LOOP: he hauls it round in a wide loop over the arena (the smoke trail drawing a scribble across the sky); at
    the top, upside down, he whoops. CAM: a wide on the scribble; the trail is the composition.
  - 1.9 he dives it back at Faris, grinning. CAM: down the line from behind him at Faris, Faris tiny then big.
  - 2.4 Faris leans a hand's width aside; it roars past his ear (his crown spins on his head). CAM: a whip past Faris.
  - 2.6 a timer only we see: the rocket's life, 2.6 / 3.0. He pulls up for another pass. CAM: tight on the motor
    sputtering (the flame coughing), his face realising.
  - 3.0 THE LIFE RUNS OUT: the AIRBURST mid-climb with him on it. CAM: a hard wide, the burst at the top of the
    scribble, a freeze for 3 frames.
  - 3.2 his pieces rain down along the scribble; his cap spirals down the smoke last. CAM: a slow tilt down the trail.
- **Final image:** the tangled scribble of smoke across the sky ending in a black burst, and his cap spiralling down it
  onto Faris's shoulder; Faris flicks it off.
- **XT:** EXPLODE (RESTING; the real life-end airburst with a rider IS the concept, an airburst in the sky, never a ground
  gib-blast): his hands still clenched on two torn fins come down first and land in front of Faris, the forearms ending
  in shreds; the rest rains red along the scribble; goreCam on the hands on the fins.
- **Ladder:** VH 80%; H the hands dark, no shreds; M he is thrown off at the top of the loop before the burst and comes
  down on his own jacket like a parachute, out cold; L the same, stars; VL the burst is a sparkle burst and he never comes
  down.
- **Blast look:** THE TIMEOUT: an airburst at the end of a scribble, high, black and orange, a ring in the sky.
- **Kits:** RP.fire with its own steered path (a looping spline instead of the straight law: the kill cam's licence, the
  real 3 s life kept exactly), s.ride, own fin grip, RP.blast 'airburst'.

### 13 · MUSHROOM · EPIC · HAZARD fall · 9.6 s
- **Hook:** the blast's own mushroom cloud carries him up its stem like a hot-air balloon, and he swells as he rises.
- **Beats:** 0.00 a direct hit at his feet; the fireball rolls up into a perfect mushroom (stem + rolling torus cap).
  0.8 the updraft takes him, slowly, turning. 1.6 INFLATE (OPEN): he swells in the rising heat like a balloon, skin taut
  and shining, the clothes splitting. 3.2 at the top the torus spins him round its rim. 4.0 he POPS in the cap. 4.4 the
  pieces and the empty skin fall out of the cap like a lost balloon. CAM: a tilt up the stem with him; a wide of the cloud
  over the arena; the long fall of the skin.
- **Final image:** the mushroom cloud standing over the arena; his deflated skin drifting down out of the cap and draping
  over the scorch star at its foot.
- **XT:** the swelling veins burst, the pop sprays a red ring in the cap, organs fall out of the smoke; goreCam on the
  draped skin in the pool.
- **Ladder:** VH 80%; H no organs; M he swells, then deflates with a whistle and floats down out cold; L the same, stars;
  VL he pops into sparkles.
- **Blast look:** THE MUSHROOM: stem and torus.

### 14 · TORPEDO · EPIC · THE DEEP (needs UNDERWATER) · 9.0 s
- **Hook:** under water the rocket is barely faster than he can swim, and for a long moment he keeps pace with it.
- **Beats:** 0.00 far range in the deep: the white bubble wake drawing a straight line through the dark. 1.0 he swims,
  looks back, swims; the gap shrinks slowly (the real slow torpedo: e^(0.3 t)). 3.4 he dives behind the wreck's keel.
  4.2 the line passes the edge; the BUBBLE SHOCK reaches round it. CAM: wide with the wake as the line of the story;
  alongside him; a cut to the keel.
- **Final image:** his body turning slowly in the torpedo's wake, chest caved in like a stepped-on can, the white wake
  fading back toward Faris (the page's ONE blast lung; unlike cluster HEXAGON's bleeding face and torn-lung inset, and no
  rising last bubble, which is pistol LAST BUBBLE's).
- **XT:** BLAST LUNG (new): the shock rips every gram of air out of him at once in one silver burst out of the mouth and
  the chest CAVES: the ribs fold inward visibly under the shirt, the cheeks suck in to the teeth, the eyes sink; one thick
  red cloud from the mouth; goreCam on the caved chest.
- **Ladder:** VH 80%; H dark threads; M limp, eyes rolled; L limp, stars; VL bubbles, a puff.
- **Blast look:** BUBBLE SHOCK.

### 15 · GLOW · EPIC · THE DEEP (the abyss) · 9.4 s
- **Hook:** in the black abyss every fighter glows, and he can't turn his own light off.
- **Beats:** 0.00 the abyss dark; he hides among the tube worms and cups his glow; it shines red through his fingers.
  1.4 the rocket's bubble trail comes out of the dark toward the only light. 2.6 he curls tighter; the worms snap into
  their tubes as it passes. 3.2 the bubble shock rolls him onto the vent field (deep.vent.74). 3.8 CORRODE (OPEN, kind
  'acid'): the vent's acid eats holes through him while his glow dims from the edges in, flickering as it goes; no light
  comes out of the holes (pump.lantern's image): the holes are black, and the glow is what dies. CAM: total dark lit only
  by him; a slow push.
- **Final image:** total dark, then the tube worms unfurl round a still body that no longer glows.
- **XT:** the holes go through skin, muscle and bone (see-through to the black water), red clouds pour out of each; the last
  of the glow pulses in his chest and stops; goreCam on the holed body as the light dies.
- **Ladder:** VH 80%; H dark holes; M no holes: the shock knocks him out and his light goes out; L stars; VL a puff of
  sparkles.

### 16 · TILT · RARE · MAP ELEMENT (BOUNCY ×2+, stage58) · 8.0 s
- **Hook:** the blast plays him like a pinball, and the score the map keeps is his bones: it counts down from 206.
- **Beats:** 0.00 the push into the nearest BOUNCY; bumper, bumper, slingshot, pad: each a ding, a lit flash and a
  score drop (206 → 191 → 170 → 133...). 3.6 the last bounce drops him in the drain / at the foot of the last pad. 4.2
  TILT flashes. CAM: the map's own angle (pinball top-down tilt), whip pans between bumpers.
- **Final image:** him folded in the drain, every limb at a wrong angle, the score stopped at a number, TILT flashing.
- **XT:** LIMBS / KNEES (RESTING; the bone count IS the score): every ding is an open fracture shown (bone out of skin),
  blood flicked across the bumpers; goreCam on the broken pile under the score.
- **Ladder:** VH 80%; H closed breaks (wrong angles only); M he bounces limp, nothing breaks, the score counts DINGS; L
  stars on each bounce; VL he puffs on the last ding.
- **Blast look:** A SHOVE: a small cold blast into the first bumper.

### 17 · HEADLIGHTS · RARE · ATMOSPHERE (night) · 7.8 s
- **Hook:** a deer in the headlights: from the far end of the dark arena he watches the rocket's flame grow for two
  whole seconds and can't move.
- **Beats:** 0.00 the night grade eases in; far range (40 m: 1.9 s of flight); the flame the only light. 0.4 its light
  grows on his face; his pupils shrink to pinpricks; his mouth opens; his feet won't go. 1.9 the hit at full speed
  (30 m/s). 2.0 he is thrown the length of the arena through the air, tumbling end over end, into the far wall / fence /
  rail, and drops at its foot (no skid: pump SKID owns the long skid). CAM: a slow push on his eyes with the flame
  reflected growing; a whip with the throw; a hard cut to the foot of the wall.
- **Final image:** his face on the floor at the foot of the wall, eyes still wide, the dying fire of the blast reflected
  small in each pupil until it goes out and the night takes the frame.
- **XT:** an impact death: compound fractures (bone through the shin and forearm), the wall splat where he hit it, blood
  running down the wall onto him into a pool; goreCam on the eyes.
- **Ladder:** VH 80%; H dark; M thrown out cold, whole; L stars; VL a puff. The eyes reflecting the fire at every level.
- **Blast look:** THE LIGHT: the only light in the night is the flame, then one flash that lights the arena once.

### 18 · TOO CLOSE · RARE · VICTIM ROLE · 8.0 s
- **Hook:** he grabs the tube's mouth and holds it to his own chest, sure Faris won't fire that close, and Faris pays for
  the kill with half his own health.
- **Beats:** 0.00 point blank: both hands clamped on the muzzle, the grin ("go on"). 0.8 Faris looks him in the eye and
  fires. 0.85 white. 1.2 both thrown apart. 2.0-3.4 a long ringing silence. 3.4 Faris sits up out of the smoke,
  blackened, crown askew, an eyebrow gone, and pats out a fire on his sleeve. CAM: a two-shot nose to nose; white; a
  wide of the two lying in mirror poses.
- **Final image:** the two of them in mirror poses either side of the scorch star, and only one sits up.
- **XT:** HOLLOW (OPEN): an RPG warhead is a shaped charge: the jet punches a coin-sized hole through him and his
  insides leave out of his back in one red jet across the floor; he lies a hollow suit, the hole smoking, his hands
  still clasped on nothing; goreCam on the hole.
- **Ladder:** VH 80%; H the jet dark; M he is thrown out cold, soot-faced, smoking hair; L X eyes; VL he puffs, and Faris
  still sits up blackened (the joke survives every level).
- **Blast look:** POINT BLANK: a white-out and the shaped-charge jet line.

### 19 · THE GRATE · RARE · MAP ELEMENT (mesh / grating / fence; castInk fallback) · 7.6 s
- **Hook:** blown against a chain-link fence at rocket speed, he goes through the mesh, but not in one piece.
- **Beats:** 0.00 the blast throws him back into the nearest mesh. 0.4 pressed in; the wire takes the pattern into him.
  0.9 he goes through. CAM: the mesh square-on, bulging toward the lens; a cut behind it.
- **Final image:** the bulging fence with his outline punched into it, and on the far side a neat spread of diamond pieces;
  his cap hooked on the wire.
- **XT:** SLICE / CUBE through a grid (RESTING; the mesh IS the knife): the diamonds red-faced, bone in the cross-sections,
  the wire dripping; goreCam on the spread.
- **Ladder:** VH 80%; H few drops, dark; M he presses in and springs back with a waffle face, out cold; L stars; VL a
  puff, the bulge stays.

### 20 · ARMOR PLATE · RARE · VICTIM ROLE · 7.6 s
- **Hook:** he straps on the game's Armor Plate to survive the rocket, and the plate works: it doesn't break, it bends.
- **Beats:** 0.00 he snatches a real Armor Plate pickup (or pulls one from his back), buckles it on, thumps it, grins.
  1.0 the rocket hits the plate dead centre; the plate holds and folds round him like a taco. 1.6 he stands a beat in
  his own bent armour. 2.4 topples stiff with a clang. CAM: a crash on ARMOR stamped on it; a slow push.
- **Final image:** him on the floor wrapped in a steel U, ARMOR still stamped on it.
- **XT:** CRUSH (RESTING; the plate IS the concept): blood squeezed out of the plate's edges in sheets, the ribs breaking
  out at the sides, the face purple above the steel; goreCam.
- **Ladder:** VH 80%; H dark seep; M the plate dents and knocks him flat, winded; L stars; VL a clang and a puff.

### 21 · DEAD MAN'S TRIGGER · RARE · 7.4 s
- **Hook:** the blast takes his gun arm, and the arm keeps firing.
- **Beats:** 0.00 the blast beside his gun side; the arm comes off at the shoulder with the gun (his real automatic). 0.6
  it lands, finger clenched; the recoil spins it on the floor spraying rounds round the room. 1.4 he hops, ducks, dances
  over the stream, laughing. 3.2 the arm spins down as the magazine runs out; the last round takes him. CAM: low on the
  spinning arm; a chase on his dance.
- **Final image:** the arm lying still, the empty gun pointed exactly at him, smoke curling from the muzzle.
- **XT:** LIMBS + one hole (RESTING; the arm IS the concept): the shoulder stump pumping, the forehead hole with the exit
  out of the back of his skull; goreCam on him and the muzzle.
- **Ladder:** VH 80%; H dark stump; M the gun is knocked out of his hand and spins firing on its own; L the same, he
  faints; VL the gun runs dry and he puffs.

### 22 · BRACE POSITION · COMMON · VICTIM ROLE · 7.0 s
- **Hook:** he does exactly what the manuals say to survive a blast, and he will be found like this in two thousand years.
- **Beats:**
  - 0.00 he throws himself down in the perfect drill: flat, feet to the blast, hands over his ears, mouth open, eyes shut.
    CAM: a diagram-like top-down for the pose, the textbook's dotted outline appearing round him (in-world chalk).
  - 0.6 the rocket lands at his feet; the blast lifts him in the pose and sets him down in the pose. CAM: side-on.
  - 1.0 the blast cloud does not rise: it rolls back down over him like a hot grey flood, ash pouring over the pose
    (the plume collapsing). CAM: low, the grey wave rolling over the lens's foreground but never over the lens.
  - 2.2 it settles and sets: PETRIFY (OPEN, an ash cast, Pompeii): when it clears he is a grey cast in the perfect brace
    position, the mouth open, a little smoke ring rising out of it. CAM: a slow push, top-down.
  - 3.6 Faris taps the cast with the toe of his boot: it rings hollow. CAM: insert on the tap.
- **Final image:** a grey ash cast in the perfect brace position inside the scorch star, a smoke ring rising from its open
  mouth, Faris's boot beside it.
- **XT:** the tap cracks the cast open along the arm: inside, the cooked body, the bone of the forearm white in the
  crack, blood seeping out through every crack into the ash and pooling under the cast; goreCam on the crack.
- **Ladder:** VH 80%; H the cracks dark; M the cast is solid ash all through, no inside shown, he is a statue; L the cast
  sneezes ash and he is inside, out cold; VL the cast crumbles to a puff, nothing inside.
- **Blast look:** THE COLLAPSE: the plume falls back down on him like a pyroclastic flow.

### 23 · RING OUT · COMMON · MAP ELEMENT (DROP ≥ 3 m, stage58) · HAZARD fall · 6.6 s
- **Hook:** the blast throws him off the world, and the camera goes over the edge after him.
- **Beats:** 0.00 the rocket at his feet near an edge; he's thrown over. 0.6 the camera tips over the lip and follows him
  down past the underside / the drop / the window. CAM: over the lip, looking down.
- **Final image:** looking down from the edge: the smoke trail curling over the lip like a question mark, his cap drifting
  down after him.
- **XT:** at the bottom (where there is one) a small far burst of red on landing; goreCam on the lip-to-bottom line.
- **Ladder:** VL the falling figure puffs into stars halfway down.

### 24 · HAILSTONE · COMMON · 6.8 s (was WHAT GOES UP; death re-picked 02:40: FLATTEN is RESTING; renamed 03:05: ice HAIL MARY owns the idiom)
- **Hook:** the blast throws him up through the cloud, and he comes back down as a hailstone.
- **Beats:** 0.00 the rocket at his feet; up he goes out of the top of the frame. 0.6 the long empty beat: Faris looking
  up; wind; a single snowflake; nothing. 2.8 a faint whistle grows; the first hailstones bounce round Faris. 3.6 down it
  comes: a hailstone the size of a man, its layers like an onion's, him folded inside it (CRYSTALS, OPEN, ice: the cold
  air froze him in rings as he fell). 3.8 it lands beside Faris and cracks in half. CAM: locked off on Faris and the sky;
  the impact low; a slow push on the halves.
- **Final image:** the two halves of the giant hailstone on the floor, him curled frozen in the rings of ice inside like
  the stone in a fruit, Faris not having moved, one last small hailstone bouncing off his crown.
- **XT:** the landing split him with the stone: the rings of ice are red-banded where he bled as each layer formed, the
  break shows bone, and the melt runs pink into a pool; goreCam on the open halves.
- **Ladder:** VH 80%; H dark bands; M he comes down frozen whole in a clear stone, the stone cracks and he rolls out
  shivering, out cold; L the same, stars; VL he never comes down; a small hailstone does.

### 25 · SCORCH STAR · COMMON · 6.4 s
- **Hook:** the game leaves a black scorch star where a rocket lands, and he's lying exactly in it.
- **Beats:** 0.00 the rocket hits the floor right in front of him; the blast flattens him on his back, splayed. 0.6 the
  floor blackens outward from under him in the star's five points, along his limbs. CAM: top-down.
- **Final image:** a black five-pointed scorch star with him spread along its points, smoke rising from each fingertip.
- **XT:** BURN (RESTING; the scorch star IS the concept): the skin crackled black along the points, split red under the
  char, the fingertips burned to the bone, fat bubbling; goreCam.
- **Ladder:** H dark burns; M soot only; L soot, stars; VL a puff in the star; the scorch remains.

---

## B · THE 7 SKINS (plan section B stands; the XT layer for each)
- S1 CLASSIC · BATTLEFIELD CROSS: XT the broken landing shown open (the neck, the leg), a pool spreading under the cross.
- S2 TAPED · WOBBLE: XT the corkscrew wrings him: the landing twists him into a spiral, skin split along it.
- S3 CAMO · MIRAGE: XT the scoured side to the bone (PEEL one side, RESTING; the sandblast IS the concept), bone white
  under the sand.
- S4 CARTOON · SMOKE LADDER: XT soot with real red under it at the crumple (the cartoon kept, the blood real).
- S5 ICE · FROZEN BLAST: XT the exploded view with red cross-sections in the ice, the pieces dropping into pink meltwater.
- S6 NEON · SODIUM: XT the glowing wounds open (pink light out of real wounds).
- S7 GOLD · PHOENIX: XT the talons draw blood that turns to gold as it falls; GOLD ash.

---

## C · THE 10 MID-ROUNDS (≤ 3 s, single victim, real arenas, each ends on its own gore close)
1. **OUTRUN** · 2.9 s · he sprints and is faster than the rocket for exactly one second (it starts at 9.5 m/s), looks
   back laughing, and it catches him mid-laugh. 0.0 the sprint; 0.6 the look back; 1.1 the hit in the back. Final: his
   cap rolling on its brim past the smoke. XT: the blast opens his back (spine and ribs shown), a red skid.
2. **SPECK** · 2.6 s · far range and we never get close: a flash at the far end, a tiny figure cartwheeling; his pistol
   drops out of the sky into Faris's open hand. XT: the pistol lands still gripped by the severed hand; Faris peels the
   fingers off one by one.
3. **LOOK UP** · 2.9 s · MAP ELEMENT (HANGING_HEAVY / overhead heavy, stage58): flat on his back, he watches the rocket pass
   over his face and laughs, then sees what it hit above him, already falling. XT: the face under it (CRUSH, the hazard
   IS the concept), blood fanning out from under the edges, boots twitching.
4. **CANNON MOUTH** · 2.9 s · MAP ELEMENT (a tunnel / pipe): he ducks into a tunnel; the rocket goes in after him; the
   tunnel is a barrel and he's fired out of the far end in a smoke ring. XT: he comes out burning and broken, a red
   smoke ring.
5. **LEAD** · 2.8 s · he dodge-rolls out of the line, and Faris fired at where he'd roll to. XT: the roll carries him
   into the fireball and out the other side skinless on one side, still curled.
6. **THE CRATE** (new; replaces THE DOOR, coordinator 02:40: a victim-cast door is pump KNOCK KNOCK's) · 2.9 s · MAP ELEMENT
   (CONTAINER: a real crate / box / barrel stack, stage58): he crouches behind the map's own crate; the rocket hits the
   crate and drives it and him into the wall behind: he is the filling. 0.0 the crouch, his grin over the top; 0.5 the
   hit; 0.7 the crate and him slam into the wall. Final: the shattered crate pressed into the wall with his arms and legs
   sticking out round it. XT: CRUSH (RESTING; the crate IS the concept): blood running out between the planks in sheets,
   the fingers twitching, splinters through his hands.
7. **DOUBLE TAP** (new; replaces 74 METRES, which repeated RODEO's life-end airburst) · 2.9 s · the first rocket leaves him
   alive, blackened, deaf and staggering, and he spends the real 1.75 s reload checking he is alive. 0.0 he staggers out
   of the smoke smoking, patting himself, laughing; 0.3-2.05 Faris's real reload behind him (RP.reload); 2.2 the second
   rocket; 2.45 the hit. Final: the charred body breaking apart like charcoal into glowing pieces. XT: BURN (RESTING; the
   second burn on a cooked man IS the concept): the char splits open on red, the pieces glowing at their cores, blood
   hissing on the embers.
8. **REFLEX** (new) · 2.8 s · a melee victim swats the incoming rocket like a batter, and connects: a block doesn't save
   you, it detonates on the guard (the real rule). Final: him standing a beat holding the stump of his weapon. XT: the
   guard blast takes his forearms and his face.
9. **SKIPPING STONE** (new) · 2.9 s · MAP ELEMENT (LIQUID surface): a near miss at the water's edge throws him skipping
   across the water like a flat stone, each skip breaking something, and he sinks on the last. XT: each skip leaves a
   red ring; the last one a red cloud.
10. **UNDERFOOT** (new) · 2.9 s · MAP ELEMENT (a PLATFORM deck over Faris): he camps on a deck above; Faris fires up
    through the planks under his feet: the blast throws the planks up through him and him into the ceiling. XT: IMPALE
    (RESTING; the floor IS the weapon): plank shards through his legs and chest, blood raining back through the hole.

---

## D · BUILD ORDER (after approval)
1. The kit + the page (`58k_rpg.html`, `58k_w_rpg_kit.js`, `58k_w_rpg.js`, `58k_w_rpg_2.js`, `58k_w_rpg_mid.js`,
   `58k_w_rpg_skins.js`, `58k_w_rpg_deep.js`), `python3 _tools/58k_kits.py`.
2. MYTHIC first (the showcase): THE VACUUM, FINAL APPROACH, THE SMOKE; then LEGENDARY, EPIC, RARE, COMMON; the Deep two;
   the skins; the 10 mids. Each batch: ledger lines → build → 0-error probe at gore 5 / 2 / 0 → contact sheet of the XT
   last frames + the final camera log → the coordinator.
