# RPG PLAN · ROCKET LAUNCHER (`58k_rpg.html` + `58k_w_rpg.js`, KILLPAGES-I) · 25 new + 7 skins + 10 mid-round + 1 remake (revised 25 Oct, see REVISION)
Layer 0 plan, written 24 Oct against the rewritten brief. No code yet. Building starts when P0.4 (gore ladder) and P0.7 (`s.el` + destruction tiers) land; the RPG page comes after FISTS is finished.

**Fixed rule (brief §0):** every adaptation (another map, a lower gore level, a mirrored side, The Deep) is crafted to the same length, detail and craft as the EXTREME original. A lower level gets its own crafted beat, never an alpha cut. Quality only goes up.

## Legend
- **Range** (Faris to victim at the killing hit): pointBlank ≤ 1.5 m · close 1.5-4 m · mid 4-10 m · far > 10 m.
- **Gore columns:** XT is the build. Each kill lists its gore beats with a crafted line for H / M / L / VL (VH = all anatomy at ~80% blood, stains fade, no screen splatter; listed only when it changes more than that).
  - Common to every kill, never repeated below: MEDIUM pools fade fast; at LOW / VERY LOW realms and atmosphere keep full strength; every VERY LOW body ends in a puff fade-out with dust / sparks / stars; the dry sound layers follow P0.12.
- **Deep** = The Deep. **Kitchen** = Kitchen Counter (tiny fighters, giant props).
- **Mirror:** the engine mirrors every kill; text, numbers and the gold plate never mirror.
- **Element kinds** are the names in `58k_ELEMENTS.md`. With no element of the kind on the playing map: the kill's own hand-cast prop where the story allows, otherwise skip (owed).

## The real move (read from the game, 24 Oct)
`Weapons/WeaponDefs.cs` id `rpg`, `Weapons/Projectiles.cs`, `Core/World.cs` Explode, `Level/MapAbyssWeapons.cs`, `Core/Tune.cs`:
- **Units:** the numbers here are GAME units ("m" in the code; a fighter is `Fighter.H` 0.74 of them). In fighter heights (brief §3, 1 FH = 0.74 game u = 1.8 page-m = 72 page u): blast radius 1.875 u = **2.5 FH** (182 page u); the rocket leaves at 9.5 u/s = **12.8 FH/s** and caps at 30 u/s = **40.5 FH/s**; 3 s of life ≈ 74 u = **100 FH** of reach; the Armor Plate and HP numbers are as in the game. Range bands use the brief's FH bands.
- **One rocket in the tube** (mag 1), **3 rockets carried** (ammo 3), **reload 1.75 s** (one rocket slid in), rate 0.9 / s, two-handed, heavy, **recoil 3.6** (the biggest kick in the game).
- **The rocket ACCELERATES:** it leaves at 9.5 m/s and grows ×e^(0.9 t) to a cap of 30 m/s at ~1.3 s; straight line, no gravity, spread 0.01; a smoke trail and a flame at its tail; it **explodes on contact** with a fighter, wall, floor or a blocking guard (a block does not save you: it detonates on the guard); after **3 s of life it airbursts** wherever it is (~74 m of reach).
- **The blast:** radius 1.5 × Tune.ExplosionSize 1.25 = **1.875 m**; damage 120 × (0.3 + 0.7 × closeness); push 11 × 1.3 (≈ 14 m/s, angled up); stun when close (> 0.45), knockdown (> 0.35); beyond 0.35 r a wall between shields you; it flings loose items and ragdolls, damages props, **breaks heavy elements** (pillars, doors, statues; brief §5), sets barrels off in chains, leaves a **scorch star** on the floor (Tune.Scorch), shakes, flashes and slows time on a big close blast.
- **It hurts its owner:** no self-immunity. A rocket at his own feet is a real rocket jump that costs Faris about 80 of his 150 HP.
- **Water:** in any pool / sink / sea a rocket **fizzles out** (`Level.Fizzle`). In **The Deep** it works its own way: drag 0.6 / s against its 0.9 / s thrust (a slow, still-gaining torpedo), a thick **bubble trail**, and the blast becomes a **bubble shockwave** (no fire, 0.6× damage, 1.5× push).
- **Camera language (old brief):** the sky chase. On this page: the rocket's-eye ride, the smoke trail as the line of the story, and a different-looking explosion in every kill (airburst, contained, thermobaric inhale, shock front, bubble shock, flash, frozen, gold fire...).

## Deaths: the explosive trap
EXPLODE / GIBS / RED MIST is RESTING (16+). No kill here ends in "he blew up": each finds its own death, preferring the OPEN / PREFERRED families, and the explosion itself looks different every time. Families used (one each where possible): CRUSH (seat), DUST into smoke, CUBE ball, TENDONS (dislocation), MELT into steel, SPINE (necks / whip), HANG (half-mast), PAPER (the mangle), DROWN, LUNGS / barotrauma, PEEL (out of his skin), FLATTEN, impact-display deaths, and the skins' own materials.
**Ledger + sheets check (24 Oct):** every concept below was checked against all 282 ledger lines, `58k_TRAPS.md`, `58k_DEATHS.md`, `58k_REALMS.md` and every other builder's `_tools/conv/*.md` plan. Dropped on the way because another sheet owns them: PILLAR OF SALT (beam; sawed-off too), GEODE (beam), ACID RAIN (sawed-off), THE BENDS (portal), the angler LURE (ice / tkglove), CAVITATION / one breath in a bubble (thammer), the wreck's cannon (glue BROADSIDE), shark bait (pistol / beam / tpdagger), coral growing over him (pump's Deep), DAZZLE camo (sawed-off), AFTERIMAGE (beam), a halo over the corpse (beam NEON HALO), brushing ash off (beam), a treasure / brass burial (smg.brass-rain), the container hide (shrink GROWN BACK), the rocket jump onto a camper (sawed-off ROCKET JUMP), decay + grass time-lapse (scythe WITHER).

## Summary
| # | kill | rarity | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| 1 | FINAL APPROACH | M realm | FLOOR | mid | none | yes | 1 | adapts (realm) |
| 2 | THE SMOKE | M realm | FLOOR | mid-far | none | yes | 1 | adapts (bubble trail, own variant) |
| 3 | THE VACUUM | M | FLOOR (+ loose props) | mid-far | none | yes | 1 | adapts (bubble inrush) |
| 4 | GROUND ZERO | L | FLOOR | close-mid | none | yes | 1 | adapts (bubble front) |
| 5 | THE BUNKER | L | FLOOR (victim casts the pillbox) | mid | none | no | 1 | skip |
| 6 | SAY CHEESE | L multi | FLOOR | mid-far | none | no | 2-3 | adapts |
| 7 | CROW'S NEST | L | PILLAR \| mast \| tall CLIMBABLE / BREAKABLE_HEAVY ≥ 3 m | mid-far | fall | no | 1 | adapts (the wreck's mast) |
| 8 | IN THE WORKS | L | MOVING machinery (gears, flipper, window, blender, lift) | mid | crush | yes | 1 | skip |
| 9 | THE SAFEST PLACE | E | LIQUID ≥ body deep | mid | liquid | no | 1 | skip (no fizzle there) |
| 10 | THE LINE | E | FLOOR ≥ 6 m | mid | none | no | 1 | adapts |
| 11 | HALF-MAST | E | pole with a rope (flagpole, mast, antenna, banner pole) \| cast pole | mid | none | yes | 1 | adapts (the wreck's mast) |
| 12 | OUT OF HIS SKIN | E | FLOOR | mid | none | no | 1 | adapts |
| 13 | MUSHROOM | E | FLOOR + open height ≥ 6 m | mid-far | fall | no | 1 | skip |
| 14 | TORPEDO | E Deep | UNDERWATER | far | none | yes | 1 | **Deep only** |
| 15 | GLOW | E Deep | UNDERWATER (the dark abyss) | far | none | yes | 1 | **Deep only** |
| 16 | TILT | R | BOUNCY ×2+ (bumpers, pads, flippers, vents) | mid | none | yes | 1 | adapts (vents) |
| 17 | HEADLIGHTS | R | FLOOR run ≥ 12 m | far | none | no | 1 | adapts |
| 18 | TOO CLOSE | R | FLOOR | pointBlank | none | no | 1 | adapts |
| 19 | THE GRATE | R | chain-link / grating / fence \| cast panel | close-mid | none | yes | 1 | adapts (a grating on the wreck) |
| 20 | ARMOR PLATE | R | FLOOR (the real Armor Plate item) | mid | none | no | 1 | adapts |
| 21 | DEAD MAN'S TRIGGER | R | FLOOR; victim holds an automatic gun | mid | none | no | 1 | adapts |
| 22 | BRACE POSITION | C | FLOOR | mid | none | no | 1 | adapts |
| 23 | RING OUT | C | DROP ≥ 3 m (void, roof edge, window, deck rail) | mid | fall | yes | 1 | skip |
| 24 | WHAT GOES UP | C | FLOOR + open height ≥ 5 m | close-mid | none | yes | 1 | adapts (he rises and drifts) |
| 25 | SCORCH STAR | C | FLOOR (hard: stone, wood, metal, tile) | close-mid | none | no | 1 | adapts (silt star) |
| S1 | skin-classic BATTLEFIELD CROSS | C | FLOOR (soft or a crack for the gun) | mid | none | no | 1 | adapts |
| S2 | skin-taped WOBBLE | R | FLOOR ≥ 8 m | mid-far | none | yes | 1 | adapts |
| S3 | skin-camo MIRAGE | E | FLOOR | mid-far | none | no | 1 | adapts (the water's shimmer) |
| S4 | skin-cartoon SMOKE LADDER | E | FLOOR + open height | mid | fall | no | 1 | skip |
| S5 | skin-ice FROZEN BLAST | L | FLOOR | mid | none | yes | 1 | adapts |
| S6 | skin-neon SODIUM | L | FLOOR (night grade eased in) | mid-far | none | no | 1 | adapts |
| S7 | skin-gold PHOENIX | M | FLOOR + open height | mid | none | yes | 1 | skip |
| R1 | remake ROCKET RIDE → RODEO | L (bonus) | FLOOR + room to loop | mid | none | yes | 1 | adapts |

**Works anywhere (FLOOR only, 15):** FINAL APPROACH, THE SMOKE, THE VACUUM, GROUND ZERO, THE BUNKER, SAY CHEESE, THE LINE, OUT OF HIS SKIN, TOO CLOSE, ARMOR PLATE, DEAD MAN'S TRIGGER, BRACE POSITION, SCORCH STAR, and the skins CLASSIC, CAMO, ICE, NEON. Feature-poor maps (Backyard, The Cage) never run thin.
**Rarity:** C 4 · R 6 · E 7 · L 5 · M 3 (+ skins at their locked tiers, + RODEO bonus).
**Spectacle targets (brief §1), counted:** realms 2 (FINAL APPROACH, THE SMOKE) · victim roles 6 (THE BUNKER, SAY CHEESE, THE SAFEST PLACE, TOO CLOSE, ARMOR PLATE, BRACE POSITION; + RODEO) · cast set pieces 4 (the bunker by the victim; THE LINE's ring, HALF-MAST's pole fallback and THE GRATE's panel fallback by Faris) · atmosphere 5 (FINAL APPROACH, THE SMOKE, HEADLIGHTS night, GLOW abyss dark, SODIUM) · rewind / replay 2 (THE VACUUM reversed replay; SAY CHEESE's photo as a frozen replay) · death materials 3 (CUBE ball, MELT into steel, + skins' ice / gold) · organ moments 4 (THE SMOKE lungs, TORPEDO barotrauma, OUT OF HIS SKIN the flayed body, GROUND ZERO x-ray joints) · breakable element as the star 3 (CROW'S NEST, THE BUNKER, THE GRATE) · multi-victim 1 (SAY CHEESE) · underwater 2 (TORPEDO, GLOW) · hazard-tagged films 5 (RING OUT and CROW'S NEST fall, THE SAFEST PLACE liquid, IN THE WORKS crush, MUSHROOM fall).

---

# REVISION 25 Oct 01:40 · the 23:58 bar (BRIEF §9) · KILLPAGES-I
This section overrides the plan below wherever they differ. **Nothing is built without its full beat sheet** (timed beats,
staging, camera per beat with cuts / ramps, hook, arc, final image, the XT gore close-up, the six gore levels) written
into this file under the kill, and its ledger line, first.

**Counts:** 25 films + 7 skins + **10 mid-rounds** (brief §9: a 25-film weapon gets 10) + 2 death realms (FINAL APPROACH,
THE SMOKE) + map-element films staged with spot58 / stage58 (CROW'S NEST pillar, IN THE WORKS moving machinery, THE
SAFEST PLACE liquid, HALF-MAST pole and rope, TILT bouncers, THE GRATE mesh, RING OUT drop, mid LOOK UP hanging heavy).
**Explosives are the showcase at XT** (the coordinator, 23:59): every blast is its own look, every death ends on a held
goreCam close (final: true) on specific anatomy, pooled blood that stays, screen splatter at the hit.

## Deaths re-picked against 58k_DEATHS.md (25 Oct: 27 families RESTING, 15 OPEN)
| # | kill | death now | family | why |
|---|---|---|---|---|
| 1 | FINAL APPROACH | frozen at altitude in his seat: the fuselage tears, the cold pours in, the frost runs up from his fingertips, the fingers snap off on the buckle he cannot open | FROSTBITE (OPEN) | was CRUSH (RESTING) |
| 2 | THE SMOKE | he becomes one of the smoke people (the trail breathes him in) | DUST (RESTING, the death IS the realm; he keeps his shape as standing smoke, unlike every crumble) | kept |
| 3 | THE VACUUM | folded into a ball at the blast's heart by the inrush, everything in the arena pointing inward round it | CUBE 'ball' (CRUSH, RESTING; the inrush IS the concept) | SHRINK-WRAP dropped: vacuum-packed is beam.vacuum-packed's |
| 4 | GROUND ZERO | every joint out of its socket as the shock front walks through him | TENDONS (OPEN) | kept |
| 5 | THE BUNKER | pressed into the softened steel door and set there in relief | CAST INTO METAL (new image; the body is not melted, the door is) | was MELT (RESTING) |
| 6 | SAY CHEESE | the flash waxes the three in their hug: a waxwork of the selfie that the push topples in one piece and the heat runs | WAX (OPEN) | was SPINE (RESTING) |
| 7 | CROW'S NEST | the whip of the falling perch folds him backwards over its rail, heels by his ears | SPINE (RESTING; the whip IS the death; flagged for KIT-BODY) | ROT + crows dropped: crows on a body are laser.scarecrow's, time-lapse decay is scythe WITHER's |
| 8 | IN THE WORKS | fed flat through the machine | PAPER (RESTING; the machine's mangle IS the concept) | kept |
| 9 | THE SAFEST PLACE | drowns rather than surface (the real fizzle) | DROWN (RESTING; the fizzle IS the concept) | kept |
| 10 | THE LINE | the exact blast radius takes everything inside the curve | SLICE (RESTING; the radius IS the concept, a curved cauterised face) | kept |
| 11 | HALF-MAST | hung by the ankle at half-mast | HANG (RESTING; the flag IS the concept) | kept |
| 12 | RODEO (replaces OUT OF HIS SKIN, 02:40) | he steers the rocket in a loop and its real 3 s life runs out with him on it | EXPLODE (RESTING; the life-end airburst with a rider IS the concept, high in the sky) | portalgun's mid owns OUT OF HIS SKIN |
| 13 | MUSHROOM | the updraft swells him like a hot-air balloon up the stem and he pops in the cap | INFLATE / POP (OPEN) | was lungs + FLATTEN |
| 14 | TORPEDO | the shock rips the air out of him in one burst and the chest caves like a can | BLAST LUNG (the page's one; unlike cluster HEXAGON's bleeding face and lung inset) | kept, image changed |
| 15 | GLOW | the vent's acid eats holes through him while his glow dims and dies (no light out of the holes: pump.lantern's) | CORRODE (OPEN) | was CRUSH |
| 16 | TILT | the map keeps score of him in bones: every bounce breaks some, the count runs down from 206 | LIMBS / KNEES (RESTING; the bone count IS the score) | GLITCH dropped: game-conceit deaths are crowded (smg LAG SPIKE, ar T-POSE, revolver FILM BURN, handcannon NO-CLIP) |
| 17 | HEADLIGHTS | thrown through the air the length of the arena into the far wall, compound fractures (no skid: pump SKID's) | impact (none) | PETRIFY dropped (pistol.mid-scared-stiff) |
| 18 | TOO CLOSE | the warhead is a shaped charge: the jet punches a coin hole through him and his insides leave out of his back in one jet; he stands a hollow suit, then folds | HOLLOW (OPEN) | was CRUSH (RESTING) |
| 19 | THE GRATE | extruded through the mesh in diamonds | SLICE / CUBE (RESTING; the mesh IS the knife) | kept |
| 20 | ARMOR PLATE | folded inside his own bent plate | CRUSH (RESTING; the plate IS the concept) | kept |
| 21 | DEAD MAN'S TRIGGER | his severed arm's last round | LIMBS + one hole (RESTING; the arm IS the concept) | kept |
| 22 | BRACE POSITION | the plume collapses back over his textbook pose and sets him as an ash cast (Pompeii) | PETRIFY (OPEN) | blast lung moved to TORPEDO only |
| 23 | RING OUT | the fall | none (a fall) | kept |
| 24 | HAILSTONE (was WHAT GOES UP) | he comes back down through the cloud as a man-sized hailstone, frozen in its rings | CRYSTALS (OPEN, ice) | FLATTEN dropped (RESTING) |
| 25 | SCORCH STAR | cooked into the floor along the star's points | BURN (RESTING; the game's scorch star IS the concept) | kept |
Skins keep their own materials (S7 PHOENIX = GOLD ash, OPEN).

## MID-ROUND (10): the five planned (OUTRUN, SPECK, LOOK UP, CANNON MOUTH, LEAD) each get an XT beat from its concept,
plus five new ones (THE DOOR, 74 METRES, REFLEX, SKIPPING STONE, UNDERFOOT). All 42 beat sheets: `rpg_beats.md`.

## THE KIT (58k_w_rpg_kit.js, window.K58RP, mine): the real rocket (leaves at 9.5 m/s, x e^(0.9t) to 30 m/s, straight, no
gravity, 3 s life then an airburst), the shoulder fire (recoil 3.6, the back-blast cloud), the smoke trail and tail flame,
the reload (1.75 s, one rocket slid into the muzzle), the scorch star, and a blast library where no two kills share a look
(fireball, airburst, thermobaric inhale, shock front, contained, bubble shock, flash, frozen, gold).

---

# A · THE 25 NEW KILLS

## 1 · FINAL APPROACH · MYTHIC · death realm
- **High concept:** the rocket brings him down like an aircraft, and his death realm is the cabin of a crashing airliner full of the dead.
- **Hook:** he wakes buckled into a seat; the oxygen masks have dropped in front of every passenger, and every passenger is dead, buckled, facing forward. Then all their heads turn to him. The seat-belt sign is lit; his buckle will not open. Faris walks down the aisle and sits in the seat beside him and fastens his own belt.
- **Arc:** the killing hit → `s.deathCrack` → **crossing (new): the frame goes into a flat spin**, the arena whirling round the victim like a stricken cockpit with the stall horn howling, and when the spin slows it is the cabin. Dark, smoke along the ceiling, the floor tilting nose-down, the engines screaming, the trolley rolling down the aisle on its own. He fights the buckle; the dead watch; Faris reads the safety card. The dive steepens; Faris taps the card's BRACE picture and folds his arms. Impact.
- **Death:** the impact telescopes the seat in front back into his lap and folds him into his own seat (CRUSH, OPEN): the seat-back frame bends round him, his knees come up through the tray, the belt holds his hips while everything above them goes forward. Faris unbuckles and stands up unhurt.
- **Return (new): the realm crashes INTO the real arena.** The cabin floor slams down on the real floor and the fuselage around them bursts into dust and sheet metal that blows away, leaving only his seat.
- **Final image:** in the real arena, a single scorched airliner seat standing upright, him folded inside it, still buckled, the oxygen mask swinging in front of his face; Faris walks away and the seat-belt sign above it pings off.
- **Realm (REALMS.md):** THE LAST FLIGHT: a crashing airliner cabin at night, rows of buckled dead with masks hanging in front of their faces whose heads turn together, the seat-belt sign, smoke along the ceiling, a nose-down tilt. Untaken: no aircraft, cabin, seats or flight anywhere in the registry. The rocket ties it: the RPG is the weapon that brings aircraft down.
- **Real move:** the lead-in's killing rocket at mid range; the kill cam takes him at the hit (air yes: a jumping victim spins into the cabin the same way).
- **needs** FLOOR · **range** mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: the cabin is flooded and dark, the dead float in their belts, the impact is the wreck settling on the seabed (the return bursts the cabin into silt).
- **Kits:** `s.deathCrack`, an own crossing / return registered in K58.REALM ('i.spin', 'i.crashdown'), `s.realm` composed from own art (cabin interior with depth rows, masks on hoses, dead passengers with turning heads, overhead bins that pop open, the trolley), an own seat prop that survives into the real arena, `s.music` realm bed (engines + stall horn), `s.snd` (belt clicks, mask drops, the seat-belt ping).
- **Gore ladder:**
  - folded into the seat: H 60% blood, the knee bones through the tray are dark wounds · M folded but whole, no blood, the belt cutting a dark line · L knocked out cold in the seat, eyes X'd · VL the seat is empty when the dust clears: a puff where he sat, the mask swinging over nothing.
  - the dead passengers: unchanged at every level (horror stays; their faces are grey, never gory).

## 2 · THE SMOKE · MYTHIC · death realm
- **High concept:** the rocket's own smoke trail takes him, and inside the smoke is where the dead go: a grey world of people made of smoke who want to breathe.
- **Hook:** the smoke people have no faces until they press against his; every time one presses its sooty hands over his mouth he coughs, and it gets a face: his.
- **Arc:** the killing hit → `s.deathCrack` → **crossing (new): the smoke trail coils round him like a python** from his boots to his throat and pulls him into itself; the camera goes in with him. **THE SMOKE:** an endless grey hall of drifting smoke under a dull ember glow; soot silhouettes stand in rows and turn their heads; something like a city of chimneys far off. He runs, coughing; the figures drift after him and close in; Faris walks through them untouched, the smoke parting round his crown. They hold him and breathe into him.
- **Death:** smoke inhalation turned literal (DUST / ASH, OPEN, and a lung moment): black smoke pours into his mouth, nose and eyes; an x-ray inset shows the lungs filling black; his edges fray into smoke from the fingertips in, and he becomes one more smoke figure that stands and turns its head.
- **Return (new): the trail exhales him.** In the real arena the hanging smoke 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, while the trail breaks up overhead.
- **Realm:** THE SMOKE: an endless grey smoke world, soot people with no faces who take yours. Untaken (no smoke / soot realm, no "pulled into the trail" crossing, no "exhaled" return).
- **Real move:** the killing rocket at mid-far range; its real smoke trail is the bridge (the trail exists in play).
- **needs** FLOOR · **range** mid-far · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts as its own crafted variant: the rocket's bubble trail coils round him and the realm is a silt-grey murk of drowned silhouettes; the return is a column of bubbles that holds his shape and breaks at the surface.
- **Kits:** `s.deathCrack`, own crossing / return ('i.coil', 'i.exhale'), own smoke-figure painter (drifting soft silhouettes, head turns, faces forming), `s.lungs` (collapse, tinted black), own fray-to-smoke dissolve on the rig (front from the hands), `s.music` (a low wind and a hundred coughs far off).
- **Gore ladder:**
  - the lungs filling black (x-ray): H unchanged (x-ray) · M no x-ray: his skin greys, smoke leaks from his collar · L he coughs out cold · VL he fades straight to smoke with sparkles.
  - blood-flecked coughing: H 60% · M dry coughs · L / VL none.

## 3 · THE VACUUM · MYTHIC
- **High concept:** a thermobaric rocket: first a cloud, then the fire, then the blast breathes in, and he is breathed in with it.
- **Hook:** the explosion goes the wrong way: everything rushes INTO the blast's heart.
- **Arc:** the rocket airbursts over him into a glittering fuel mist that settles round him (he looks up, puzzled); one white flash of ignition; the fireball blooms; then the negative pressure phase: grass, dust, splinters, his cap, loose props from the map (crates, bottles, a sign: whatever is near) streak back toward the centre, and then him: limbs fold inward, bones crack, he is wrung and folded into a dense ball at the blast's heart and slammed into its crater.
- **Death:** crushed into a ball (CUBE 'ball', matter kit; CRUSH family, OPEN). Not `s.implode` (thammer's plan holds it).
- **Replay (KIT-REPLAY):** a REVERSED replay, unique combination: cam 'over', speed 0.35, telestrator 'arrow' red for the outward wave then blue for the inrush, bug 'mono', wipe 'iris', a freeze on the moment of the fold.
- **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 round a magnet; his cap floats down and lands on the ball.
- **Real move:** the killing rocket airbursting near him (a real airburst is the 3-s life end; here it bursts on him: same blast, crafted look).
- **needs** FLOOR (+ any loose props / BREAKABLE_LIGHT nearby join the inrush) · **range** mid-far · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: the bubble shockwave collapses back on itself (a real underwater blast bubble does) and the inrush is silt, bubbles and him.
- **Kits:** `s.cube` ('ball', seed own), own fuel-mist + ignition + inward debris field, `s.replay` reversed with own telestrator colours.
- **Gore ladder:** the fold into the ball: H 60% blood, bones as dark wound lines · M he is pulled in and comes out curled up in a tight foetal ball, whole, eyes shut · L curled up, X-eyed, a bump · VL the inrush leaves a ball of dust and stars that pops.

## 4 · GROUND ZERO · LEGENDARY
- **High concept:** the 4 milliseconds of a blast, seen 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.
- **Hook:** at that speed the shock front is visible, a thin bright ring of compressed air with the world bent behind it, and you can watch it reach him: the hair lifts, the skin ripples, then each joint lets go in order.
- **Arc:** the hit freezes into the micro-time; a timestamp in the corner crawls (0.0000 s → 0.0041 s) as the camera dollies beside the front; it touches his boot, his shin ripples like a struck drum, the knee pops sideways out of its socket, the hip, the spine stretches, the shoulder, the elbow, the neck; the clothes peel off in the front's wake; then real time snaps back in one frame and he is flung.
- **Death:** every joint dislocated and the tendons stretched (TENDONS STRETCH, PREFERRED): he lands as a long, loose, wrongly-jointed figure, limbs at impossible lengths held only by skin, and the x-ray inset shows every ball out of every socket.
- **Final image:** him lying stretched half again his height on the floor like a puppet with every string cut at once, the scorch star under him, the timestamp frozen at 0.0041.
- **Real move:** the killing rocket at close-mid range; the blast is the real one, the micro-time is the kill cam.
- **needs** FLOOR · **range** close-mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: the front is a sphere of bubbles and pressure shimmer; he drifts away stretched instead of landing.
- **Kits:** `s.tendonRip` on all four limbs + head (own staging: held by nothing, pulled by the front), own shock-front painter (refracting ring, compressed dust), `s.xray` inset of the sockets, own timestamp overlay (story text, stays).
- **Gore ladder:** joints popping (x-ray): H unchanged · M no x-ray; the limbs bend wrong but never lengthen · L the front knocks him flat, cross-eyed, every joint fine · VL a dust ring passes, he puffs out. Skin ripples: all levels.
- **Ledger check:** shock rings exist as decoration (pump.skin-classic sound rings, one-inch's x-ray shock); a micro-time study of the front + full dislocation is new.

## 5 · THE BUNKER · LEGENDARY · victim role
- **High concept:** he builds a pillbox to hide in, and the only way in is the slit he shoots out of.
- **Hook:** the firing slit is a hand wide and he's laughing through it; Faris puts the rocket through the slit.
- **Arc:** the victim casts his defence (castInk by the VICTIM, 'thrust', both palms into the floor, a 'zigzag' line, landing at the centre, slow rise): a concrete-and-steel pillbox with a riveted steel door and a firing slit. He fires out of the slit at Faris (bullets spark round Faris). Faris lowers the tube, reloads with his back to the slit (the real 1.75 s reload), turns, kneels, aims at the hand-wide slit. Through the slit the rocket goes. The pillbox holds the blast: fire jets from the slit, the walls glow red-hot, the door bulges.
- **Death:** inside the closed box the steel turns to an oven and he is fused into it (MELT, OPEN): the blast presses him into the glowing steel door, which softens round him; the door blows off its hinges and lands face-up in front of Faris, his body sunk into it like a relief, face and hands half-drowned in the cooling metal.
- **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, the gaping pillbox smoking behind; at the exit Faris's castInkOut 'claw' un-draws the pillbox, the door stays (it's his).
- **Real move:** the killing rocket enters through the slit (a real projectile through a gap).
- **needs** FLOOR (the victim casts the pillbox) · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** skip (a pillbox under water reads wrong).
- **Kits:** castInk by the victim ('thrust', zigzag, slow rise) + castInkOut by Faris ('claw'), own pillbox prop (slit, rivets, glowing walls, bulging door), `s.melt` customised into a relief on the door (own bake: body pressed into a plate, heat colour ramp), the real reload.
- **Gore ladder:** sunk into the steel: H the relief bleeds at the edges at 60% · M the relief is a dark scorched shape, no blood · L the door slams him flat and he's found pinned under it, X-eyed, out cold · VL the door lands and lifts, a puff underneath.
- **Ledger check:** smg.brick (his own wall eaten row by row), pump.knock-knock (door + peephole), ar.white-flag (parapet peeks) are different: no rocket-through-the-slit, no man fused into metal.

## 6 · SAY CHEESE · LEGENDARY · multi-victim (2-3)
- **High concept:** they think they've won and take a victory selfie, and the photo catches what's coming.
- **Hook:** the last photo they ever took has the rocket in the corner of it.
- **Arc:** on a real multi-kill (the RPG's splash, 2-3 victims together, brief §4 triggers): in the trigger they're bunched, so the kill cam winds them back to the pose they struck the moment before: arms round each other's shoulders, one holds a phone up at arm's length (s.pullOut a phone from the coat, the victim's own hand). Through the phone screen (an inset framing the selfie) we see three grinning faces and, small at the edge, a dot with a smoke trail. The flash. The shutter. Then real time.
- **Death:** thrown in three directions out of the pose, each body landing broken a different way (SPINE: necks; the third folded over the second), the arms that were round each other's shoulders still bent in the hug.
- **Final image:** the phone landing face-up on the floor between the bodies, its cracked screen still showing the photo: three grins, and in the corner the rocket an arm's length from the lens, sharp.
- **Real move:** one rocket into the group (the real 1.875 m splash reaching all of them).
- **needs** FLOOR · **range** mid-far · **hazard** none · **air** no · **victims** 2-3 (2: two grins and a peace sign; 3: as above) · **Deep:** adapts: a selfie in the deep with a waterproof phone, the rocket's bubble trail in the corner; they drift apart in the bubble shock and the phone sinks slowly, glowing.
- **Kits:** s.pullOut own phone fn (victim), own screen inset (the live world through a phone frame), frozen photo overlay (story text: the photo stays), own scattered landing poses.
- **Gore ladder:** the broken landings: H 60% blood, necks at angles · M they land dazed in a heap, no blood · L they land out cold in a pile with stars · VL they puff away and only the phone lands.
- **Ledger check:** thammer.storm-chaser is a camcorder held by one victim (found footage); pump's polaroid is Faris's trophy shot. A group victory selfie that photographs the incoming rocket is new.

## 7 · CROW'S NEST · LEGENDARY · breakable star
- **High concept:** he climbs the tallest thing in the arena to be safe, and the rocket takes the bottom of it.
- **Hook:** he waves down from the top; Faris doesn't aim at him at all, only at the foot of his perch.
- **Arc:** the nearest tall element (a PILLAR, the ship's mast and crow's nest, a watchtower, the antenna, the water tank on stilts, a temple pillar, a tower) with him on top; the rocket hits its base; it cracks, groans and goes over in one long fall with him clinging to the top, the camera rolling 90° with it; the top whips down fastest of all.
- **Death:** at the impact the whipping top flings him backward over its rail / parapet and folds him the wrong way at the waist (SPINE, OPEN): his heels come down beside his ears.
- **Final image:** the felled pillar / mast lying across the arena in its own dust, and him at the far end folded backwards over its broken top like a towel over a rail, his cap still rolling.
- **Real move:** a real rocket into a BREAKABLE_HEAVY (explosions break pillars, brief §5).
- **needs** PILLAR \| mast \| tower \| tall BREAKABLE_HEAVY ≥ 3 m with the victim on it (castle towers, Pirate masts, Military watchtower / antenna, Tower Block water tank, Temple pillars, Desert arch piers, Clock Tower bell loft) · no match: skip (owed) · **range** mid-far · **hazard** fall · **air** no · **victims** 1 · **Deep:** adapts: the wreck's mast leans over slowly through the water and the whip throws him off in a long slow arc.
- **Kits:** the shared destruction state for a broken heavy element (P0.7), own fall + camera roll, s.spineSnap (own staging: folded over the rail), dust and rubble.
- **Gore ladder:** the backward fold: H x-ray crack of the spine, 60% blood · M he lands draped over the rail on his front, winded, whole · L draped, out cold, stars · VL draped, then a puff off the rail.
- **Ledger check:** pump.dodge fells a column onto the man; here he rides the top down and is folded by the whip.

## 8 · IN THE WORKS · LEGENDARY · hazard (crush)
- **High concept:** the blast throws him into the map's machinery, and the machine finishes the job like a laundry mangle.
- **Hook:** the machine never stops for him: it keeps its rhythm while it takes him through.
- **Arc:** the rocket lands beside him; the blast throws him into the nearest MOVING machinery and the machine draws him in at its own pace: the Clock Tower's gears (two toothed wheels), the pinball flipper against its rail, the Retro Desktop window that minimises with him in it, the Kitchen blender's vortex, a lift closing on him. He's pulled through a gap far thinner than a man.
- **Death:** pressed flat and fed out the other side like a sheet through a mangle (PAPER / PAINT, OPEN): he comes out a flat, wide, printed-looking shape that peels off the rollers / blade / taskbar and drifts down.
- **Final image:** per map, his flattened shape: on the Clock Tower, hanging from a gear tooth as it turns past the clock face; Pinball, plastered on the flipper as it flips again; Retro Desktop, a tiny flat icon of him on the taskbar labelled with his name; Kitchen, a flat shape spinning down the blender jar; lifts, a flat shape behind the closed doors' window.
- **Real move:** the killing rocket's push (≈ 14 m/s) into a real moving element.
- **needs** MOVING machinery (Clock Tower gears / hands, Pinball flippers, Retro windows / cursor, Kitchen blender, Atrium / Tower Block / Military lifts) · no match: skip (owed) · **range** mid · **hazard** crush · **air** yes · **victims** 1 · **Deep:** skip.
- **Kits:** `s.paperTear` used only to flatten (no tear), own feed-through clip per machine, the machine's own timing read from the map element (`s.el` moving path + period).
- **Gore ladder:** the press: H blood squeezed from the rollers at 60% · M he comes out flat like a cartoon, no blood, and pops back to shape, out cold · L the same with stars · VL flattened into a puff of dust that blows away.

## 9 · THE SAFEST PLACE · EPIC · victim role · hazard (liquid)
- **High concept:** rockets go out in water, and he knows it; so does Faris, who sits down at the edge and waits.
- **Hook:** the only place a rocket can't reach him is the one place he can't stay.
- **Arc:** the killing rocket's blast throws him into the nearest LIQUID (the sink, the flooded lab, the sea off the deck). Faris's next rocket into the water fizzles out (the game's real `Fizzle`), sinking beside him, dead. He laughs underwater, bubbles. Faris sits on the edge, legs dangling, reloads, rests the tube on his knee pointing at the surface, and waits. He holds his breath; his cheeks puff; he looks up at the bright surface and the dark shape of Faris on it; he comes up for air, sees the tube, goes back down; up, down; his face goes blue.
- **Death:** he drowns rather than surface (DROWN, OPEN): the last breath leaves in one silver bubble, his hands stop paddling, he hangs still beside the dead rocket.
- **Final image:** looking up from under the water: his slack body drifting past the fizzled rocket, and above the surface, wavering, Faris standing up and shouldering the tube without ever having fired again.
- **Real move:** blast push into water, then the real fizzle.
- **needs** LIQUID deep enough to cover him (Kitchen sink 1.6 m, Sunken Lab flood, Pirate sea) · no match: skip · **range** mid · **hazard** liquid · **air** no · **victims** 1 · **Deep:** skip (no fizzle in The Deep).
- **Kits:** own underwater cut-away view, own fizzled-rocket prop (steam, sinking), breath bubbles, a face-colour ramp (blue), `s.lungs` 'collapse' as an x-ray inset for the last breath.
- **Gore ladder:** the blast wound bleeding into the water: H a thin red thread · M none · L none. The drowning: M / L the same staging, he goes limp unconscious, no blue face at L · VL he puffs into bubbles.
- **Ledger / sheets check:** drowning is planned on many Deep films (held under, an anchor, an air pocket, a last bubble); here it is the land maps' water and the hook is the real fizzle, which nobody uses.

## 10 · THE LINE · EPIC
- **High concept:** the blast radius is a law: Faris traces it in gold on the floor, and the rocket keeps to it exactly.
- **Hook:** he steps outside the circle, safe, and leans his head and shoulder back over the line to jeer.
- **Arc:** Faris casts the ring (castInk 'trace', back hand, a 'spiral' line, landing at the centre: a gold circle exactly 1.875 m in radius with the real number lettered on it); the victim reads it, steps out, laughs, leans in over it with a raised middle finger. Faris fires into the centre. The fireball swells to the gold line and stops dead against it like a glass wall.
- **Death:** everything of him inside the line is gone, cut on the curve of the circle (SLICE family is RESTING; here the exact radius IS the whole concept, and the cut is a cauterised curved face, unlike every straight cut): his head and leaning shoulder vanish on the arc; the rest stands outside, perfectly untouched, the cut face glowing like a cross-section.
- **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 exactly; then it falls outward, away from the line.
- **Real move:** the real radius.
- **needs** FLOOR ≥ 6 m · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the bubble shock stops at the line in a wall of bubbles.
- **Kits:** castInk 'trace' (own ring with lettered radius) + castInkOut 'sweep', `s.slice` along a curve (own clip mask; insides at the cut automatically), own glowing cut face.
- **Gore ladder:** the bitten-off part: H the cut face is dark, insides as dark wounds · M nothing is cut: the line stops the fire at his face; he's scorched black on the inside half only, eyebrows smoking, and keels over out cold · L the same with stars · VL the half inside fades in a puff and the rest follows.

## 11 · HALF-MAST · EPIC
- **High concept:** the blast runs him up the nearest pole like a flag, and he's flown at half-mast for himself.
- **Hook:** his own ankle in the halyard rope.
- **Arc:** the rocket hits at the foot of a pole with a rope (the Military Base flagpole, a ship's mast with its lines, the antenna's guys, a banner pole); the blast throws him up it, the rope snags his ankle, and he hangs upside down halfway up, swinging, alive; the wind picks up; he tries to pull himself up the rope; Faris walks to the cleat at the foot of the pole and lowers him halfway, exactly to half-mast, and ties it off.
- **Death:** he hangs head-down until the blood pools in his head (HANG, OPEN, by the ankle): the face swells purple, the eyes bloodshot, a nosebleed running up his forehead, the struggling slows to a sway in the wind.
- **Final image:** a man hung upside down at half-mast, swaying like a flag in the wind, and Faris below saluting him once with two fingers before walking off.
- **Real move:** the rocket's push up a vertical element.
- **needs** a pole with a rope (flagpole, mast, antenna, banner pole, rigging) · no match: Faris casts the flagpole himself ('rip' + straight line, the rope already on it) · **range** mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: the wreck's mast, the rope taut, the body streaming in the slow water like a flag.
- **Kits:** own rope (verlet line) pinned to the ankle and the pole, own cleat + tie, a head-down blood pooling face ramp, castInk fallback.
- **Gore ladder:** the purple face and nosebleed: H 60% · M the face reddens, no blood · L he hangs out cold, cross-eyed · VL he hangs, then puffs and the rope swings empty.

## 12 · OUT OF HIS SKIN · EPIC
- **High concept:** the bang scares him so much he literally jumps out of his skin.
- **Hook:** the skin stays standing where he was, holding his pose, eyes empty.
- **Arc:** the rocket's blast beside him; the flash; he jumps, and his body comes out of the top of his skin in one piece, the empty skin left standing like a costume; the flayed red man lands, looks back at it, screams, and runs.
- **Death:** a skinless body running and slipping on its own trail (PEEL, OPEN; one instant whole-body peel, never layer by layer, which laser.headwind / knife.flayed own): he slips, crawls, tries to climb back into the skin, which deflates and slumps over him like a dropped coat.
- **Final image:** the flayed body curled up under its own empty skin, the skin's face lying across his like a mask that no longer fits.
- **Real move:** the killing rocket at mid range.
- **needs** FLOOR · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the skin floats empty beside him, rippling; he swims for it.
- **Kits:** `s.peel` 'all' at depth 'muscle' in one frame (own staging: the skin split into a standing hull drawn separately), own empty-skin hull painter, wet footprints.
- **Gore ladder:** the flayed body: H muscle colours kept but dark, 60% blood · M he jumps out of his CLOTHES instead and runs in his underwear, the clothes standing; then he trips and is knocked out · L the same, stars · VL he jumps, and only the clothes land, in a puff.
- **Ledger check:** "empty skin" lying flat exists (ar.skin-camo, knife.telefrag, ice.freeze-thaw) after a liquefy; here the skin STANDS and the body runs out of it.

## 13 · MUSHROOM · EPIC · hazard (fall)
- **High concept:** the blast's own mushroom cloud carries him up its stem and drops him out of its cap.
- **Hook:** he's lifted by the updraft, slowly, rising up the column of smoke as if in a lift.
- **Arc:** a direct hit at his feet; the fireball rolls up into a small, perfect mushroom cloud, and the updraft takes him with it, up the stem, turning; at the top he's caught in the cap's rolling torus, tumbling round it; it spits him out over the side.
- **Death:** the hot rising air sears his lungs on the way up (a lung moment: he gasps fire, x-ray of the lungs blistering), and he falls from the cloud's full height (FLATTEN on landing, OPEN).
- **Final image:** the mushroom cloud standing over the arena, a tiny figure falling out of its cap trailing smoke; then on the floor at the cloud's foot, him flat, the stem's smoke settling over him like a sheet.
- **Real move:** the killing rocket at his feet (ground burst).
- **needs** FLOOR + open height ≥ 6 m (no low CEILING) · **range** mid-far · **hazard** fall · **air** no · **victims** 1 · **Deep:** skip.
- **Kits:** own mushroom cloud (stem + torus cap, rolling), own updraft carry on the rig (hip pinned to a rising path, slow spin), `s.lungs` (own blister tint), own landing.
- **Gore ladder:** lungs blistering (x-ray): H unchanged · M no x-ray; he coughs smoke · L he rises out cold. Landing: H 60% blood splash · M a dust ring, out cold · L stars · VL he drifts down, puffs before landing.

## 14 · TORPEDO · EPIC · The Deep
- **High concept:** under water the rocket becomes a slow torpedo, and he can see its white wake coming the whole way.
- **Hook:** the game's real underwater rocket is barely faster than he can swim (drag 0.6 against thrust 0.9), so he swims for his life, and for a long moment he's keeping pace.
- **Arc:** far range in the deep: the wake of bubbles drawing a straight white line through the dark water; he swims, looks back, swims; the gap shrinks slowly, then less slowly; he dives behind the wreck's keel / a rock; the torpedo's line passes the edge and the bubble shockwave (no fire) reaches round it.
- **Death:** primary blast injury, real and quiet (LUNGS / barotrauma): the shock passes through him and every air space in his body bursts: lungs, ears, sinuses; blood leaves his ears, nose and mouth in long red threads; he goes limp mid-stroke.
- **Final image:** his body drifting slowly in the torpedo's last bubbles, red ribbons streaming from both ears like party streamers in the current, the white wake fading back toward Faris.
- **Real move:** the real Deep rocket (slow, bubble trail) and the real bubble shock.
- **needs** UNDERWATER · **range** far · **hazard** none · **air** yes (swimming) · **victims** 1 · **Deep:** this is its home; everywhere else skip.
- **Kits:** own bubble-wake line, own shock-ring through water, `s.lungs` 'pop' (x-ray), blood-thread clouds (own Deep blood).
- **Gore ladder:** the ear / nose / mouth threads: H dark threads, 60% · M none; he goes limp, eyes rolled · L limp, stars · VL bubbles, then a puff.
- **Sheets check:** Deep plans use drowning, the shark, the angler, jellyfish, kelp, the cannon, an anchor, a clam, vents, steam; none uses the slow torpedo chase or blast barotrauma.

## 15 · GLOW · EPIC · The Deep
- **High concept:** in the black abyss every fighter glows, and he can't turn his own light off.
- **Hook:** he hides in the dark among the tube worms and covers his glow with both hands; it shines red through his fingers.
- **Arc:** the abyss (the map's DeepDark); everything black but the glowing specks and him. Faris's rocket's bubble trail comes out of the dark toward the only light; he sees it, cups his glow tighter, turns his back, curls up; the tube worms snap into their tubes as the trail passes them.
- **Death:** the bubble shock rolls him over the abyss floor and breaks him against the rocks (CRUSH, the ribs; OPEN), and his glow flickers, steadies, and fades out with him.
- **Final image:** total dark, then slowly the tube worms unfurl again round a still body that no longer glows, the abyss calm as if he'd never been there.
- **Real move:** the real Deep rocket + bubble shock; the real fighter glow (MapDeep).
- **needs** UNDERWATER (the abyss: dark + tube worms) · **range** far · **hazard** none · **air** yes · **victims** 1 · **Deep:** home; elsewhere skip.
- **Kits:** own glow-through-fingers painter (red light through flesh), own tube-worm field (retract / unfurl), a darkness overlay with the glow as a light source, `s.ribsCrack`.
- **Gore ladder:** ribs breaking against the rock: H x-ray inset, a dark cloud · M he hits the rock and goes limp, no break · L limp, stars · VL his light goes out in a puff of sparkles.
- **Sheets check:** pump.lantern's lights go out one by one in the rain (a different source and image); no Deep plan uses the fighter glow or the tube worms.

## 16 · TILT · RARE
- **High concept:** the blast plays him like a pinball, and the map's bouncy things keep the ball in play.
- **Hook:** every bounce lights up, scores and dings; the map is keeping score of him.
- **Arc:** the rocket's push throws him into the nearest BOUNCY element; it fires him into the next; bumper, bumper, slingshot, pad, each a ding and a lit score, faster, until he rattles down the slope and drains.
- **Death:** each bounce breaks something (an arm the wrong way, the ribs, the collarbone), and the drain or the final bounce drops him on his head (SPINE, the neck).
- **Final image:** him lying folded in the drain / at the foot of the last pad, and over him the score reels finally stopping, TILT flashing.
- **needs** BOUNCY ×2+ (Pinball bumpers / slingshots / flippers, Military / Desert / Temple pads, Sunken Lab bubble vents, Retro START pad) · no match: skip · **range** mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: the vents' bubble columns bounce him slowly.
- **Kits:** the map's own bouncy elements via `s.el`, own score / ding lights (in-world text on the bumpers, stays), s.fracture on three bounces.
- **Gore ladder:** breaks per bounce: H x-ray cracks · M he bounces limp, no breaks · L stars on each bounce · VL he puffs on the last ding.

## 17 · HEADLIGHTS · RARE · atmosphere (night)
- **High concept:** 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.
- **Hook:** the rocket is the only light; we watch it grow in his eyes.
- **Arc:** the night grade eases in on the trigger; far range; a point of flame at Faris's end, its light growing on his face, his pupils shrinking to pinpricks, his mouth opening; his feet won't go; the light fills the frame.
- **Death:** the hit at full speed (30 m/s): thrown far down the arena, broken (impact, broken limbs at angles).
- **Final image:** his face on the floor, eyes still wide, the dying fire of the blast reflected small in each pupil until it goes out and the night takes the frame.
- **needs** FLOOR run ≥ 12 m · **range** far · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the bubble wake's glint grows in the dark instead of a flame.
- **Kits:** own night grade + light-on-face falloff from the rocket (a moving point light), eye close-up with pupil ramp, own reflection in the eyes.
- **Gore ladder:** broken landing: H 60% blood · M thrown, out cold, whole · L stars · VL puff. The eyes reflecting the fire: all levels.

## 18 · TOO CLOSE · RARE · victim role
- **High concept:** he grabs the tube's mouth and holds it to his own chest, sure Faris won't fire at that range, and Faris pays for the kill with half his own health.
- **Hook:** the real self-damage: Faris fires anyway and eats the blast with him.
- **Arc:** point blank; the victim clamps both hands on the launcher's muzzle, pulls it into his chest and grins ("go on, we both go"). Faris looks him in the eye and fires. White. Both thrown apart in opposite directions. A long silence and ringing. Faris sits up out of the smoke: blackened, coughing smoke, crown askew, one eyebrow gone, alive. He pats out a small fire on his sleeve.
- **Death:** the warhead at zero distance carries his clamped hands into his chest (the hands driven inside the ribcage, CRUSH of the chest, OPEN), and he lies with his arms ending in his own chest, clasped round nothing.
- **Final image:** the two of them lying in mirror poses either side of the scorch star, and only one of them sits up; Faris's gold plate is the one clean thing in the smoke.
- **Real move:** a pointBlank rocket; the real self-blast (~80 HP).
- **needs** FLOOR · **range** pointBlank · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the bubble shock throws both apart slowly; Faris drifts upright and shakes his head clear.
- **Kits:** grip IK (his hands on the muzzle), own Faris soot / smoke / singe pass (the killer charred, a first on the page), own mirror-pose staging.
- **Gore ladder:** the hands driven into the chest: H dark wound, 60% · M he's thrown and lands out cold with soot face and smoking hair · L the same, X eyes · VL he puffs, Faris still sits up blackened (the joke survives every level).

## 19 · THE GRATE · RARE
- **High concept:** blown against a chain-link fence at rocket speed, he goes through the mesh, but not in one piece.
- **Hook:** the mesh is the knife: diamonds of him come out the other side.
- **Arc:** the rocket hits beside him; the blast throws him back into the nearest mesh (The Cage's chain-link walls, a fence, a grating, a railing); he's pressed into it hard; the wire takes the pattern into him; he goes through.
- **Death:** extruded through the wire into a spill of diamond-shaped cubes on the far side (a new image: diced through a grid; CUBE family, OPEN), the mesh bulged and red, his outline left in the bent wire.
- **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.
- **needs** chain-link / mesh / grating / fence / railing (The Cage walls, Military perimeter fence, Sunken Lab grating, Tower Block / Atrium railings) · no match: Faris casts a chain-link panel behind him in the trigger ('rip' + straight line) · **range** close-mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: a grating on the wreck; the pieces drift.
- **Kits:** own mesh press + bulge, own diamond-dice clip (the body cut by a lattice mask), castInk fallback.
- **Gore ladder:** the dice: H the pieces are dark and few drops · M he's pressed into the wire and springs back with a waffle pattern on his face, out cold · L the same with stars · VL he presses in and puffs; the bulge stays.
- **Ledger / sheets check:** laser.wallpaper's chain-link variant presses a diamond pattern and throws him off; nothing goes through the mesh.

## 20 · ARMOR PLATE · RARE · victim role
- **High concept:** he straps on the game's Armor Plate to survive the rocket, and the plate is what kills him.
- **Hook:** the armour works: it soaks the blast and doesn't break; it bends.
- **Arc:** in the trigger he snatches a real Armor Plate pickup (+30 armour) and buckles it on his chest, thumps it, grins; the rocket hits the plate dead centre; the plate holds and folds round him like a taco.
- **Death:** the folded plate crushes his ribcage inward from both sides (CRUSH, OPEN); he stands squeezed in a steel U, the edges meeting at his back.
- **Final image:** him standing a beat, wrapped in his own bent armour, ARMOR still stamped on it, then toppling stiff in it with a clang.
- **Real move:** the real Armor Plate item and the real rocket.
- **needs** FLOOR (an Armor Plate spawn or carried item; with none in play he pulls one from his back, s.pullOut, because carrying one is real) · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts.
- **Kits:** s.pullOut own plate fn, own bending plate (two-segment fold), ribsCrack.
- **Gore ladder:** the ribs: H x-ray crack, a dark seep at the plate edges · M the plate dents and knocks him flat, winded · L flat with stars · VL a clang and a puff.

## 21 · DEAD MAN'S TRIGGER · RARE
- **High concept:** the blast takes his gun arm, and the arm keeps firing.
- **Hook:** his severed hand still holds the trigger, and the gun spins on the floor like a sprinkler, firing.
- **Arc:** the rocket hits beside his gun side; the arm comes off at the shoulder with the gun (his real weapon: SMG, AR, minigun, any automatic); it lands, the dead finger clenched; the recoil spins it on the floor spraying rounds round the room; he hops over the spinning stream, ducks, dances, laughs at it; the arm spins down as the magazine runs out.
- **Death:** the last round of his own magazine takes him (one small hole in the forehead; the concept is the arm, not the bullet holes), and he drops.
- **Final image:** the arm lying still, the empty gun pointed exactly at him, smoke curling from the muzzle.
- **needs** FLOOR; the victim carries an automatic weapon (else: skip owed for this film) · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: the arm spins slowly, the rounds slow and bubbly.
- **Kits:** KD.amputate / s.cut armF with the weapon kept in the hand, own spinning arm + stream (the real weapon's rate and mag), one holeThrough.
- **Gore ladder:** the arm off: H dark stump · M the blast knocks the gun out of his hand and it spins firing on its own (no arm) · L the same · VL the spinning gun runs dry; he faints.

## 22 · BRACE POSITION · COMMON · victim role
- **High concept:** he does exactly what the manuals say to survive a blast, and it doesn't matter at all.
- **Hook:** the textbook brace: down flat, feet to the blast, hands over his ears, mouth open, eyes shut.
- **Arc:** he sees the tube, throws himself down in the perfect drill pose; the rocket lands at his feet; the blast lifts him in the pose, carries him, sets him down in the pose.
- **Death:** internal (overpressure): blood runs from his ears between his fingers and out of the mouth he kept open as instructed.
- **Final image:** him dead in the perfect brace position, still correct in every detail, a little smoke ring rising from his open mouth.
- **needs** FLOOR · **range** mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts.
- **Gore ladder:** blood from ears / mouth: H 60% · M dry; he lies still · L still, with stars · VL a puff from the pose.

## 23 · RING OUT · COMMON · hazard (fall)
- **High concept:** the blast throws him off the world, and the camera goes over the edge to watch him go.
- **Hook:** the camera follows him past the edge and under the arena, where nobody ever looks.
- **Arc:** the rocket at his feet near an edge; he's thrown over; the camera tips over the lip after him: on the floating classic arenas, the underside of the island (hanging roots, rock, the void's dark); on the big maps, the drop's full height; out of a window or a ship's rail. He shrinks into the dark.
- **Death:** the fall (impact unseen on void maps; on maps with a floor below, a small puff far down).
- **Final image:** looking down from the edge, the smoke trail of the rocket curling over the lip like a question mark, and the tiny cap still drifting down after him.
- **needs** DROP ≥ 3 m · **range** mid · **hazard** fall · **air** yes · **victims** 1 · **Deep:** skip (no falls).
- **Gore ladder:** none (the death is the fall); VL: the falling figure puffs into stars halfway down.

## 24 · WHAT GOES UP · COMMON
- **High concept:** the blast launches him straight up out of the frame, and Faris waits for him.
- **Hook:** the long empty beat: a still frame of sky and Faris looking up; wind; nothing.
- **Arc:** the rocket at his feet; up he goes out of the top of the frame; the camera holds on Faris and the empty sky for a long breath; a faint whistle grows.
- **Death:** he comes down flat as a starfish on his back beside Faris (FLATTEN, OPEN), bouncing once.
- **Final image:** him spread-eagled in a perfect ring of dust, Faris not having moved, a single falling glove landing on his chest a second later.
- **needs** FLOOR + open height ≥ 5 m (no low CEILING) · **range** close-mid · **hazard** none · **air** yes · **victims** 1 · **Deep:** adapts: he rises and keeps rising slowly (low gravity), drifting up out of the frame; the beat ends on the empty water and a glove sinking back down.
- **Gore ladder:** the landing: H 60% blood splash · M a dust ring, out cold · L stars · VL he never comes down; the glove does.

## 25 · SCORCH STAR · COMMON
- **High concept:** the game leaves a black scorch star where a rocket lands, and he's lying exactly in it, his arms and legs in its points.
- **Hook:** the scorch spreads out from under him in the shape of a star, and he's the star.
- **Arc:** the rocket hits the floor right in front of him; the blast flattens him onto his back, splayed; the floor blackens outward from under him in the star's five points, along his limbs.
- **Death:** cooked flat into the floor in the star's centre (the scorch is the concept; his skin smokes where it touched).
- **Final image:** top-down: a black five-pointed scorch star on the floor with him spread exactly along its points, smoke rising from each fingertip.
- **needs** FLOOR (hard: stone, wood, metal, tile, canvas) · **range** close-mid · **hazard** none · **air** no · **victims** 1 · **Deep:** adapts: a silt star blown in the sand.
- **Gore ladder:** smoking skin: H dark burns · M soot only · L soot, stars · VL a puff in the star; the scorch remains.

---

# B · THE 7 SKIN KILLS (each skin's families checked against every `skin-<type>` line in the ledger, `58k_TRAPS.md`, the other sheets, and the game's old RPG skin effects in `Core/SkinKillRpg.cs`, which retire: FORT KNOX vault, NEON COMET + GAME OVER, AIR STRIKE arm on a battlement, ROCKET SURFER + skull cloud, ICE COMET frost nova, SPECIAL DELIVERY taped to the rocket)

## S1 · skin-classic · BATTLEFIELD CROSS · COMMON
- **Concept:** the oldest memorial there is: a rifle stuck in the ground with a helmet on it. The plain olive launcher makes one for him.
- **Hook:** nobody builds it; the blast does: his own gun falls muzzle-first into the ground beside him and his cap drops onto its butt.
- **Arc:** the rocket at his feet; up he goes, his gun spinning higher than him; he lands on his back; the gun comes down straight, stabs into the ground by his head and stands; the cap floats down onto it. Faris lowers the tube, comes to attention, salutes once; a single bugle phrase.
- **Death:** thrown high, he lands on his back on the hard floor, broken (impact).
- **Final image:** the gun-and-cap cross standing over the body, Faris's salute, the bugle's last note.
- **needs** FLOOR (soft ground takes the muzzle; on hard floors it wedges in a crack / between boards / against a step) · **range** mid · **air** no · **victims** 1 · **Deep:** adapts: the gun sinks slowly muzzle-first into the sand, the cap settles on it, and the salute is under water.
- **Gore ladder:** the broken landing: H 60% · M out cold, whole · L stars · VL he puffs; the cross stays (the final image survives).
- **Skin traps:** classic families taken: handshake, cap on the stump, doves, double take, star KO, branded bullseye, the rack's sound, head into the chest, flippers. The cap here lands on the GUN, a memorial, not on the body.

## S2 · skin-taped · WOBBLE · RARE
- **Concept:** a field repair that fails in flight: one of the rocket's fins was taped on, and it tears off.
- **Hook:** the rocket starts to corkscrew, unreadable: he dodges left, it wanders left; right, it's right; he can't tell where it's going and neither can Faris (who shrugs).
- **Arc:** a macro on the taped fin peeling in the slipstream; the rocket's smoke draws a loopy spiral across the arena; the victim's dodging gets frantic; it comes at him low from behind after a loop.
- **Death:** hit low from behind, he's thrown up spinning in the same corkscrew the rocket flew, and lands in a heap (impact, the spin wringing him).
- **Final image:** the torn grey strip of tape fluttering down out of the spiral of smoke and landing across his face.
- **needs** FLOOR ≥ 8 m · **range** mid-far · **air** yes · **victims** 1 · **Deep:** adapts: the corkscrew of bubbles.
- **Gore ladder:** H 60% · M out cold · L stars · VL puff; the tape still lands.
- **Skin traps:** taped families taken: tape on the victim (any), double mags, a DIY silencer, the grip slipping, a repair race, the gun falling apart, a taped flashlight, a head on a tape string, a loose taped head. A taped FIN on the rocket, failing in flight, is new.

## S3 · skin-camo · MIRAGE · EPIC
- **Concept:** misdirection by heat: the desert-camo launcher's barrel shimmer throws a mirage of Faris, and the victim kills the mirage.
- **Hook:** he empties his gun into a wavering Faris that isn't there, laughing, while the real one, off to the side and blended into the heat haze, kneels and aims.
- **Arc:** heat haze rises off the floor; Faris splits into a wavering double; the victim picks the wrong one; bullets pass through the shimmer; the real rocket from the side.
- **Death:** sandblasted: the blast drives grit and sand sideways at him and scours one side of him to the bone (PEEL, one-sided, OPEN), the other side untouched.
- **Final image:** Faris walking out of his own fading mirage toward the body, which lies half clean, half scoured, the sand still hissing across the floor.
- **needs** FLOOR · **range** mid-far · **air** no · **victims** 1 · **Deep:** adapts: the shimmer is the water's caustic light; the "sand" is silt.
- **Gore ladder:** the scoured side: H muscle and bone dark · M sand-burnt and grimy, out cold · L the same, stars · VL the scoured half blows away as sand in a puff, then the rest.
- **Skin traps:** camo families taken: a bush / hedge / ghillie, a hunter's trap + photo, the wielder blending in (knife CHAMELEON), an invisible man painted in blood, a mirror mimic, a cardboard decoy, binoculars + air strike, a gargoyle disguise, and dazzle stripes (sawed-off's sheet). A heat mirage is new.

## S4 · skin-cartoon · SMOKE LADDER · EPIC
- **Concept:** in cartoon physics the rocket's smoke trail is solid, and he climbs it like a ladder to get away.
- **Hook:** the trail is a fuse: Faris strikes a match on his boot and lights the bottom of it.
- **Arc:** the first rocket misses high (he ducks) and its trail hangs there; he hops on it and climbs hand over hand; Faris lights the end; a spark runs up the trail toward his feet; he climbs faster; reaches the end of the trail (the little puff where the rocket burst) and has nowhere to go; looks at the camera; the spark arrives.
- **Death:** KA-BOOM: blackened in a ragged cartoon puff, he falls the whole length of the trail, every rung he grabs crumbling to smoke in his hands (bonk, bonk, bonk) and lands in a crumpled heap.
- **Final image:** the last rung of smoke floating down and settling over him like a blanket, and the match still burning in Faris's fingers until he blows it out.
- **needs** FLOOR + open height · **range** mid · **hazard** fall · **air** no · **victims** 1 · **Deep:** skip.
- **Gore ladder:** H the crumple has a few red drops among the soot · M soot only · L soot and stars · VL he falls in a puff of smoke rings.
- **Skin traps:** cartoon families taken: walking on air, cards, a living bullet, a flip book, an accordion, a painted tunnel, a plugged barrel, a raincloud, a lump tower. A solid smoke trail climbed and lit like a fuse is new.

## S5 · skin-ice · FROZEN BLAST · LEGENDARY
- **Concept:** the ice warhead freezes its own explosion in mid-bloom, with him in the middle of coming apart.
- **Hook:** a sculpture of an explosion: a fireball made of ice, with a man frozen inside it in the instant of flying to pieces.
- **Arc:** the hit; the blast blooms and freezes in one crackling frame into a translucent blue-white fireball, flame tongues and smoke curls in ice, his body inside drawn apart as an exploded view (the head, the arms, the chest, the legs separated by inches); Faris walks round it, taps it (it rings); then it starts to thaw.
- **Death:** frozen mid-disintegration (frozen exploded view); as the thaw runs, the pieces drop out of the melting ice one by one (plip... plop).
- **Final image:** the half-melted ice fireball dripping, and under it, in a pink meltwater puddle, the pieces of him landing one by one, the last one his frozen head, which rolls to Faris's boot.
- **needs** FLOOR · **range** mid · **air** yes · **victims** 1 · **Deep:** adapts: the bubble shock freezes into a sphere of ice bubbles.
- **Gore ladder:** the exploded view: H the gaps are dark ice, no red · M he's frozen whole inside the ice fireball (no separation) and thaws out shivering, out cold · L the same, X eyes · VL the ice fireball melts away in sparkles.
- **Skin traps:** ice families taken: carving, curling, an icicle impale, red ice spikes, under the ice, brain freeze, a snow globe, still lightning, a snowman; frozen-and-shattered is too generic. A frozen EXPLOSION as the sculpture is new.

## S6 · skin-neon · SODIUM · LEGENDARY · atmosphere
- **Concept:** under a sodium street-lamp night everything is orange and black, even blood; the neon rocket is the only colour, and it paints a stripe of colour through the world as it passes.
- **Hook:** where the pink trail goes, colour comes back: we see his real colours only in the stripe the rocket draws, and the stripe draws straight to him.
- **Arc:** a sodium-orange monochrome grade eases in (one lamp element, or the night); everything orange and black; the neon rocket's pink trail cuts across, colour blooming along it; he's caught in the stripe in full colour for the first time; the hit lights everything pink; then the sodium lamp buzzes and dies.
- **Death:** in the dark, the neon fire leaves his wounds glowing pink (the burn as light, not char), and they dim slowly.
- **Final image:** total darkness except his body traced in fading pink glow along every wound, under a dead lamp.
- **needs** FLOOR (night grade; a LIGHT element if the map has one, else the grade) · **range** mid-far · **air** no · **victims** 1 · **Deep:** adapts: the abyss is the dark; the trail is a pink bubble wake.
- **Gore ladder:** glowing wounds: H dim pink, no gore shapes · M a pink glow outline only · L the same, he's out cold · VL his outline sparkles out. Reduce flashing (brief §7): the hit's pink flash softens to a fade.
- **Skin traps:** neon families taken: any HUD / game conceit, blacklight, a glow stick, two strobes, a moth, St. Elmo's fire, a neon sign, a neon halo (beam's sheet). Sodium light and a colour stripe are new.

## S7 · skin-gold · PHOENIX · MYTHIC
- **Concept:** the gold rocket's fireball rises as a phoenix of gold flame and carries him up in its talons, and nothing rises from his ashes.
- **Hook:** the bird is beautiful, and it is eating him.
- **Arc:** the hit; the fireball unfolds into a great bird of gold fire, wings spread across the arena; it takes him in its talons and climbs; at the top it flares; he burns to gold ash; the ash falls like glitter over the arena; the bird folds back into a spark.
- **Death:** burned to gold ash in the talons (DUST / ASH, OPEN; gold, not char).
- **Final image:** a ring of gold ash on the floor and in its centre a small gold egg; Faris crouches, taps it; it cracks open: empty.
- **needs** FLOOR + open height · **range** mid · **air** yes · **victims** 1 · **Deep:** skip.
- **Gore ladder:** H the ash falls with a few red flecks · M gold ash, no flecks · L the bird carries him off out of frame and drops him out cold back down · VL he dissolves into gold sparkles.
- **Skin traps:** gold families taken: a bribe gilding, a tomb, kintsugi, an auction, a mint, an idol, two coronations, bling, a gold mine (beam MOTHER LODE), a hoard, a vault. A phoenix is new.

---

# C · MID-ROUND SMALL KILLS (5 × ≤ 3 s · single victim · no realms · no map-changing casts · medium / big / event maps)

1. **OUTRUN** · he is faster than the rocket for exactly one second (it really starts at 9.5 m/s and accelerates): he sprints, looks back laughing because he's gaining, and it catches him mid-laugh. Final image: his cap rolling on its brim past the smoke, the only thing that outran it. Death: hit in the back at full speed and thrown tumbling (impact). needs FLOOR run ≥ 8 m · far→mid. Ladder: H 60% · M thrown out cold · L stars · VL puff, the cap still rolls. (Not minigun's HEAD START: one stride, walked back.)
2. **SPECK** · far range, and we never get close: a flash at the far end, a tiny figure cartwheeling; a second later his pistol drops out of the sky into Faris's open hand. Final image: Faris checks it, empty, tosses it over his shoulder. needs FLOOR run ≥ 15 m · far. Ladder: the speck has no gore at any level; VL the speck sparkles.
3. **LOOK UP** · flat on his back, he watches the rocket pass over his face and laughs; then sees what it hit: the HANGING_HEAVY / overhead BREAKABLE_HEAVY above him, already falling. Death: CRUSH (the face). Final image: the fallen lamp / chunk where his face was, his boots twitching once. needs HANGING_HEAVY or overhead BREAKABLE_HEAVY within 4 m · mid. Ladder: H dark seep · M he's pinned, out cold · L stars · VL puff under it.
4. **CANNON MOUTH** · he ducks into a tunnel to hide; the rocket goes in after him; the tunnel is a cannon barrel and he's the ball, fired out of the far end in a perfect smoke ring. Final image: him in a smoking heap outside the tunnel mouth, the smoke ring drifting over him. needs a tunnel / pipe (Military Base tunnel, Temple tunnel, the Deep's rock arch) · mid. Deep: adapts (a bubble ring). Ladder: H 60% · M out cold · L stars · VL he puffs out of the mouth.
5. **LEAD** · he dodge-rolls out of the line, and Faris fired at where he'd roll to. Final image: he comes out of the roll into the fireball and the roll keeps going as a smoking tumble to a stop, still curled. needs FLOOR · mid. Ladder: H 60% · M out cold · L stars · VL puff mid-roll.

---

# D · MULTI-VICTIM · UNDERWATER · OLD FINISHER REMAKES
- **Multi-victim (1-2 per weapon):** one, SAY CHEESE (2-3 victims). It plays only on a real RPG multi-kill.
- **Underwater (≥ 2):** TORPEDO and GLOW, both inside the 25, built for The Deep (`needs UNDERWATER`). On every other map they skip; The Deep also takes every kill marked "adapts" above.
- **Old finisher remakes (`38_fin_kills.js`: rpg ROCKET RIDE (EXISTING), DIRECT HIT (NEW)):**
  - **ROCKET RIDE → RODEO · LEGENDARY (bonus) · victim role.** The rocket scoops him up on its nose; he grabs the fins and, screaming, finds he can steer it. He turns it round in a wide loop and brings it screaming back at Faris; Faris leans a hand's width aside and it roars past. The rocket's real 3-second life runs out mid-loop: it airbursts with him at the controls. Final image: a tangled scribble of smoke across the sky ending in a burst, and his cap spiralling down the scribble. The explosion is the concept here (the rider's own loop, the real life-end airburst), and it looks unlike every other blast. Not fists.re-entry (a launch to space and a meteor) and not the old in-game ROCKET SURFER (surfing into a wall, a skull cloud). needs FLOOR + room to loop · mid · air yes · Deep: adapts (a bubble scribble). Ladder: H pieces rain along the scribble at 60% · M he's thrown off at the top and parachutes down on his own jacket, out cold · L the same with stars · VL the burst is a sparkle burst and he never comes down.
  - **DIRECT HIT: NOT REMADE.** Its image (the top half gone, the legs standing) is owned three times (revolver.dead-mans-train, speedsabre.waist-line, ice.the-first-step); any version of it would be a duplicate.

# E · OPEN QUESTIONS FOR TF-KILLS (adc5a7c8610d6bef9)
1. Does an RPG rocket fizzle on entering a pool / the sink / the sea on every map (MapWater), so THE SAFEST PLACE's fizzle is the real game?
2. The Deep: confirm each fighter's own glow and the tube worms exist as drawn (GLOW).
3. Moving machinery for IN THE WORKS: which elements can carry a body through (Clock gears, flippers, Retro minimise, the blender's vortex, lifts)?
4. The Armor Plate: does it take explosion damage before health (ARMOR PLATE)?
