# CONVERSION SHEET · SPEED SABRE (`58k_w_sabre.js`, KILLPAGES-F) · 22 kills (15 new + 7 skins)
P0.10, written 24 Oct against the new brief. **This sheet changes no code.** P2.1 applies it once these land:
- P0.4: the gore ladder;
- P0.6: the def fields and the recap card;
- P0.7: `s.el`;
- P1.1: the map switcher.

The plans (5 mid-round kills, multi-victim trim, 2 underwater kills, finisher remakes) are at the end.

**Fixed rule for every adaptation (brief §0):** an adapted version must be as crafted, as long and as gory at EXTREME as the original. Where a map gives a different material, a missing kind, water or a roof, the kill gets its own crafted variant of that beat. It is never a cheaper fallback. Where no variant keeps the full quality, the kill is skipped (OWED) on that map instead.

## Legend
- **Range** uses the brief's fixed bands in FIGHTER HEIGHTS (§3: 1 FH = 72 page u = 0.74 game units). The gap is between Faris and the victim at the kill moment:

  | band | FH | page units |
  |---|---|---|
  | pointBlank | ≤ 0.8 FH | ≤ 58 u |
  | close | 0.8-2.2 FH | 58-158 u |
  | mid | 2.2-5.5 FH | 158-396 u |
  | far | > 5.5 FH | > 396 u |

  - My lane's game numbers use the same scale (72 / 0.74 = 97 page u per game unit), so the 2.8 game-unit dash is 272 u = 3.8 FH.
- **Hazard tags** are the fixed set (§3): fall / liquid / spikes / fire / electric / blast / crush / creature.
- **The real move** (Fighter/Abilities.cs, Tune.SabreCutDelay):
  - The ATTACK is a dash-slash, never a swing. It covers 272 u in 0.16 s, straight through bodies. It is level on the ground, and aimed in any direction in the air.
  - It leaves a bright line, and the cut lands 0.2 s later along it (the late cut).
  - Cooldown 0.5 s.
- **What that means for range:** one dash reaches anything inside 272 u, so every sabre film works from close to mid. The band in the table is the gap the film is built at.
  - From farther than 272 u, the film adds an approach where the story allows it: a walk (QUIET DRAW, SPLIT HAIRS), or one extra dash that misses on purpose.
  - Kills that can't take an approach say so.
- **Gore columns** (brief §6): XT is the built version. Each kill gets its own crafted line per beat for VH / H / M / L / VL.
  - VH: always all anatomy at ~80% blood, stains fading after a while, no screen splatter. VH is listed only when it changes more than that.
  - Common to every kill, never repeated below:
    - MEDIUM pools fade fast;
    - at LOW and VERY LOW the realm and atmosphere layers stay at full strength;
    - every VERY LOW body ends in a puff fade-out, with dust / sparks / stars instead of blood;
    - **sound:** the dry layers follow P0.12.
  - **The sabre's own non-gore language** (the cuts are SLICE / DECAP / LIMBS, all RESTING; the brief keeps them at XT and asks for crafted forms below):
    - **M:** the cut is a dark gash along the exact line, and nothing comes off. Where a piece would have come off, the body HINGES along the line instead: it shifts a hand's width, stops, and folds over the gash. Where a severed part was the gag (a head, a cap of skull, a hand), a piece of the victim's GEAR takes its place (the hat, the hair, the pistol, a boot), so the joke still lands.
    - **L:** no wound. The bright line FLARES white across the body with one small dark puff, and the body obeys the line: it folds along its angle, out cold.
    - **VL:** the line bursts into a sweep of white sparks along its whole length, then the puff.
- **Deep** = The Deep (underwater all match). **Kitchen** = Kitchen Counter (tiny fighters, giant props).
  - Underwater the dash leaves a tunnel of silver bubbles along the bright line.
  - The line hisses a curtain of fine bubbles where rain steams on land.
  - Pieces drift instead of fall, and blood unspools in clouds.
- **Closed maps:** every medium, big and event map is closed (Arenas.cs `Bounds()`: walls, a ceiling, no ring-outs, no fall deaths). Headroom notes below use the real ceiling height there.
- **Mirror:** the engine mirrors every kill. Text, numbers and the gold plate never mirror; the notes say where order or text must stay readable.
- **Text during the action** (rulings 14:25 and 15:05, brief §9):
  - only the kill-cam UI cards leave the action and move to the recap: every sabre film's end title card;
  - the films' own bubbles (HA!, COWARD!, AH-CHOO, the name in HOLD THIS) and SFX words stay;
  - the concept overlays stay too: the PINBALL air-combo counter, the HEAVEN SPLITTER replay labels (the replay bug), the FULL COMBO note highway.

## Summary
| kill | rarity | built on | needs (kinds) | range | hazard | air | victims | Deep |
|---|---|---|---|---|---|---|---|---|
| quiet-draw | L | backyard lawn | FLOOR run ≥ 520 u past V | mid (250 u) | none | no | 1 | adapts |
| waist-line | C | backyard lawn | FLOOR run ≥ 400 u past V (the legs' walk) | mid (200 u) | none | no | 1 | adapts |
| kneeler | C | saloon boards | FLOOR, ≥ 300 u behind V for the hop-dash back | mid (180 u) | none | no | 1 | adapts |
| skull-cap | R | saloon | FLOOR + headroom ≥ 250 u over V | close (140 u) | none | yes (Faris) | 1 | adapts |
| ten-thousand-cuts | M | rooftops in rain | FLOOR ≥ 600 u centred on V | close (122 u) | none | no | 1 | adapts |
| heaven-splitter | M | castle plank / tower / spike ball | ≥ 2 cuttables on one rising line + a PLATFORM to land on | mid (232 u) | none | yes (Faris) | 1 | adapts |
| totem | E | castle | FLOOR ≥ 300 u | mid (220 u) | none | no | 1 | adapts |
| wall-split | E | castle tower | solid WALL \| PILLAR ≤ 272 u behind V | mid (168 u) | none | no | 1 | adapts |
| the-old-cuts | L realm | backyard (lead) | FLOOR | mid (210 u) | none | no | 1 | adapts |
| pinball | L | castle plank + battlement | FLOOR + 1-2 relaunch points + headroom ≥ 500 u | mid (190 u) | none | yes | 1 | adapts |
| the-bright-line | E | rooftop gap | FLOOR + a lower surface ahead, or headroom for a hop | close (130 u) | none | no | 1 | adapts |
| underfoot | E | backyard | FLOOR run ≥ 500 u | mid (220 u) | none | yes (V) | 1 | adapts |
| hold-this | R | saloon | FLOOR ≥ 400 u, two foes charging in a line | close-mid (160 / 370 u) | none | no | **2** | adapts |
| last-word | R | castle | FLOOR | mid (210 u) | none | no | 1 | adapts |
| split-hairs | R | saloon sunbeam | FLOOR (+ LIGHT / OPENING for the beam, optional) | mid (180 u) | none | no | 1 | adapts |
| skin-classic HATS OFF | C | castle | FLOOR + headroom ≥ 300 u | mid (180 u) | none | no | 1 | adapts |
| skin-taped RIPPED OFF | R | saloon | FLOOR ≥ 300 u | close (160 u) | none | no | 1 | adapts |
| skin-camo TRIMMED | E | backyard | FLOOR | mid (240 u) | none | no | 1 | adapts |
| skin-cartoon DEALT | E | backyard | FLOOR ≥ 500 u | close (160 u) | none | no | 1 | adapts |
| skin-ice CURLING | L | backyard | level FLOOR ≥ 600 u | mid (260 u) | none | no | 1 | skip |
| skin-neon FULL COMBO | L | saloon | FLOOR ≥ 300 u + headroom ≥ 200 u | close (140 u) | none | no | 1 | adapts |
| skin-gold THE GILDED TOMB | M realm | saloon (lead) | FLOOR | mid (200 u) | none | no | 1 | adapts |

**Multi-victim:** one (HOLD THIS, 2 victims). It is within 1-2, so nothing is cut.

**Works anywhere** (FLOOR only, no element): quiet-draw, kneeler, totem, the-old-cuts, last-word, split-hairs, RIPPED OFF, TRIMMED, THE GILDED TOMB, the-bright-line (with the hop variant), plus waist-line, underfoot, DEALT and ten-thousand-cuts on any floor long enough. That is 14 of 22.

**Element kills:**
- heaven-splitter (cuttables);
- wall-split (a wall);
- pinball (relaunch points);
- CURLING (a long level floor).

---

## speedsabre.quiet-draw · QUIET DRAW · LEGENDARY
- **Built on** the backyard lawn. It uses no element.
- **Needs:**
  - a FLOOR run ≥ 520 u past the victim on Faris's dash side: the draw-dash (272 u past him), the victim's two steps, then the slide;
  - normal headroom.
- **range** mid (built at 250 u).
  - From farther away, Faris WALKS to draw distance, scabbard in hand. The walk is part of the iai ritual, so it can grow without cuts.
- **hazard** none · **air** no (the iai needs both men planted) · **victims** 1.
- **Adapts:**
  - Any floor. The upper body slides off along the chest line onto grass, boards, stone, deck plank, tile or grating; the slide's friction sound follows the floor material (P0.12).
  - Short floor (< 520 u to an edge or wall): the victim's two steps go the other way, toward Faris's start. The slide reads the same mirrored.
  - Moving deck (Pirate Ship roll): the slide follows the roll, slower uphill, faster downhill. The guts rope stretches with it.
  - Kitchen: across the counter top; the scabbard pull and the slow sheath read even better at the giant-prop scale.
  - Deep: the draw-dash is a swim-dash with a bubble tunnel. At the click the hairline glows; the upper body drifts off along the line instead of sliding and turns slowly as it rises. The guts rope floats up unspooling in a red cloud and snaps when the halves drift apart. Faris's back-turned slow sheath stays exactly as built.
- **Gore ladder:**
  - draw-dash, slow sheath, the click:
    - all levels: same (no gore).
  - hairline glows across the chest:
    - all levels: same (it's light).
    - VL: white instead of red.
  - upper body slides off along it:
    - H: as built;
    - M: no slide. At the click the hairline opens into a dark gash along its full length. The top half lurches a hand's width along the line and STOPS, hinged. He takes his two steps doubled over the gash, then folds along it face first.
    - L: the hairline flares white with one dark puff. He stops mid-step as if switched off and folds along the line's angle (knees, then chest), out cold.
    - VL: the line bursts into a sweep of white sparks; he folds; puff.
  - guts rope stretches and snaps:
    - H: no organ rope. A dark strand of blood stretches between the halves like a membrane and tears.
    - M / L / VL: none (nothing comes apart).

## speedsabre.waist-line · WAIST LINE · COMMON
- **Built on** the backyard lawn.
- **Needs:** a FLOOR run ≥ 400 u past the victim for the legs' walk (four steps, the trip, the kneel).
- **range** mid (200 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor.
  - A WALL inside the walk: the legs walk into it, bump, turn on the spot and walk back along it before tripping on the guts. That is a crafted extra beat, not a cut.
  - A DROP inside the walk:
    - open arenas: the legs step off the edge and drop out of frame, while the top half watches from the floor with its eyes following them. A crafted alternative ending that is just as long.
    - closed maps: the legs drop to the lower floor, land standing, then trip and kneel there. The camera tilts down to them.
  - Pirate Ship: the legs walk downhill with the roll.
  - Kitchen: the legs cross the counter and trip on the guts beside the toaster.
  - Deep: the legs keep KICKING (a swim stroke) and propel themselves away headfirst-less, while the top half sinks. They swim into the guts rope, tangle, and curl up foetal. Crafted.
- **Gore ladder:**
  - cut through the belt, top half tips forward:
    - H: as built;
    - M: no halving. A dark gash round the waist at belt height. The top half FOLDS forward at the gash like a hinge and stays folded, face at knee height, arms hanging, while the legs keep walking him on, bent double, three steps.
      - The trouser-drop is NOT used: smg.mid-trousers owns it.
    - L: a white flare at the belt; he folds at the waist and walks on bent double, out on his feet.
    - VL: sparks at the belt; the same bent walk; stars; puff.
  - legs walk on alone, trip over the guts, kneel on their own chest:
    - H: the legs walk on and trip over his dropped BELT (no guts), then kneel on the top half's chest.
    - M / L / VL: the bent-double walk carries the gag ("the legs don't know"). He trips over his own hanging hands and kneels on them, face down.

## speedsabre.kneeler · KNEELER · COMMON
- **Built on** the saloon boards.
- **Needs:** FLOOR, with ≥ 300 u behind the victim for the hop-dash back (272 u).
- **range** mid (180 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor.
  - With no room behind him, the hop-dash back comes over his head instead: an air dash on a shallow downward line. It's the same move, mirrored in height.
  - Deep: he sinks onto the sea floor on his stumps, trailing two red ribbons, hands pressed together, and prays there. The hop-dash is a swim-dash down through the praying hands' line.
- **Gore ladder:**
  - low dash, shins off, he drops onto the stumps:
    - H: as built;
    - M: no shins off. The low dash leaves dark gashes across both shins; his legs buckle and he drops onto his KNEES.
    - L: a white flare at the shins, and he buckles to his knees.
    - VL: sparks at the shins, then the knees.
  - he prays (held 1.5 s):
    - all levels: same.
  - hop-dash takes the head mid-prayer:
    - VH / H: as built;
    - M: no head off. The hop-dash leaves a dark gash across the neck. His praying hands fall apart, his head drops forward onto them, and he tips over sideways, still kneeling.
    - L: a white flare across the neck. His head bows onto his hands, and he slumps sideways, out cold.
    - VL: sparks; he tips over; puff.

## speedsabre.skull-cap · SKULL CAP · RARE
- **Built on** the saloon.
- **Needs:**
  - FLOOR;
  - headroom ≥ 250 u over the victim for the jump and the shallow air dash. A balcony underside, low ceiling or low PLATFORM above him doesn't fit.
- **range** close (140 u) · **hazard** none · **air** yes (it can open with Faris already airborne: the air dash is the opening) · **victims** 1.
- **Adapts:**
  - Any map with the headroom.
  - Not enough headroom over him: skipped (owed). The skim needs a downward-shallow line.
  - Deep: the swim-dash skims the cap off and it floats up turning, trailing a pink haze. The brain wobbles in the water; his fingers find it, and he drifts face down.
- **Gore ladder:**
  - cap flies, brain wobbles and slops:
    - VH: same.
    - H: the cap flies; the opening is a dark wound, no brain. His fingers find the wound and come back red.
    - M: no cap off. The air dash shaves his HAIR clean off in a perfect flat line (a cloud of hair floats down) and leaves a dark gash along the crown. He reaches up and touches the gash, his eyes rolled up trying to see it, looks at his red fingertips, and goes face first.
    - L: the hair is shaved off in a puff, with a white line on the scalp. He touches his bald pate with his eyes rolled up and faints face first.
    - VL: the hair goes in sparks; eyes roll; stars; puff.
  - The signature (he reaches up and touches the top of his own head, eyes rolled up to look at it) stays at every level.

## speedsabre.ten-thousand-cuts · TEN THOUSAND CUTS · MYTHIC
- **Built on** the Monsoon Rooftops in the rain. It is the remake of the old THOUSAND CUTS finisher.
- **Needs:** FLOOR ≥ 600 u centred on the victim (thirty passes, 272 u each, both ways).
- **range** close (122 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The signature is the air freezing at the sheath click. The frozen element is whatever is in the air on that map, so the freeze is always crafted:
    - real rain: Monsoon Rooftops and the Pirate Ship storm (the map's own rain is used);
    - drifting sand: Desert Forts;
    - dust motes in shafts of light: the saloon and Temple Steps;
    - sparks and embers: Military Base and Tower Block, from the passes themselves striking the floor;
    - steam from the kettle: Kitchen (BIG_PROP);
    - confetti from the bumpers: Pinball Arcade;
    - falling marine snow: Deep.
    - With nothing in the air (Atrium), the passes kick up the floor's own dust, and it's that dust that freezes.
  - Floors under 600 u: the passes alternate with short air dashes over his head, so the count and the rhythm stay the same.
  - Deep: everything is already slow; the frozen marine snow hangs like stars, and the twenty pieces drift apart along ten glowing lines instead of falling. Stronger.
- **Gore ladder:**
  - thirty passes, hairlines lighting one by one:
    - all levels: same (light).
  - the click, the air freezes:
    - all levels: same.
  - twenty-piece cascade along ten cuts:
    - VH / H: as built (dismemberment stays at H; the cut faces are dark at H).
    - M: no pieces. At the click every hairline darkens into a gash at once: ten dark lines crossing his body. He stands one beat in the frozen air; then the air falls again, and he collapses in one piece, the ten lines bleeding into the puddle.
    - L: the ten hairlines flare white at the click and he drops in one piece, out cold.
    - VL: each line bursts into sparks along its length; he drops; puff. The frozen air resumes falling over the puff.

## speedsabre.heaven-splitter · HEAVEN SPLITTER · MYTHIC
- **Built on** Spike Castle: the foe, the plank, the tower and the spiked ball, all split along one 31° line.
- **Needs:**
  - at least TWO cuttable elements on one rising line through the victim, inside ~1,200 u;
  - cuttables: PILLAR, BREAKABLE_HEAVY, HANGING_HEAVY, BREAKABLE_LIGHT (glass, signs, lamps);
  - a PLATFORM or ledge on the far side of the line for Faris to land on.
  - Fewer than two cuttables: skipped (owed). The spectacle is the arena splitting with him.
- **range** mid (232 u) · **hazard** none (it doesn't kill by a hazard; a cut HANGING_HEAVY stays a fallen hazard afterwards, brief §5) · **air** yes (it opens with Faris airborne) · **victims** 1.
- **Destruction (ruled 14:40):** round-ending films may break anything, platforms included, because the rewind restores everything before the next round. So the plank splits as built.
- **Adapts** (the 31° line is re-aimed through the real elements; the replay names what was really cut):
  - castle: as built;
  - Temple Steps: two temple pillars and a hanging censer;
  - Atrium: a glass gallery pane, a pillar and a hanging light;
  - Military Base: a watchtower leg, a hanging floodlight, a crate stack;
  - Clock Tower: a beam and the bell (the bell's halves ring as they fall);
  - Pirate Ship: the mast, the yard and a hanging lantern (the rigging whips loose);
  - Tower Block: a concrete pillar, a hanging lamp, a window;
  - Kitchen: the knife block and the kettle (BIG_PROP), the kettle's halves spilling steam;
  - Pinball Arcade: a post and a bumper;
  - Retro Desktop: a window (taken as it is at the start; its halves keep drifting apart).
  - Deep: the galleon's mast and the crow's nest. Everything slides apart in slow drift, the white-hot edges boiling the water.
- **Gore ladder:**
  - the foe halved:
    - H: as built;
    - M: no halving. The foe takes a dark gash along the line, and the shock of the cut knocks him flat across it while the ARENA splits around him. The split structures carry the spectacle, and the replay still lists every cut thing.
    - L: the foe drops out cold under a white flare as the arena splits.
    - VL: sparks along the line on him, then the puff as the arena splits.
  - arena sliding apart along white-hot edges:
    - all levels: same (it's architecture).
  - **Replay labels:** they're the concept overlay (the replay bug), so they STAY (ruling 14:25). They name what was really cut on that map, and they never mirror.

## speedsabre.totem · TOTEM · EPIC
- **Built on** the castle stones.
- **Needs:** FLOOR ≥ 300 u (two passes, there and back).
- **range** mid (220 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor.
  - Pirate Ship: the stack wobbles with the roll and topples downhill.
  - Deep: the middle slab slides out sideways and floats; the top sinks slowly onto the legs. The wobble is damped by the water into a slow sway, and it topples in slow motion.
- **Gore ladder:**
  - two passes, the middle slab slides out, the top drops onto the legs:
    - H: as built;
    - M: no slabs. The two passes leave two dark gashes, at the chest and at the thighs. He locks rigid in three stiff sections joined at the gashes, a wobbling totem that doesn't come apart: it sways, settles, sways.
    - L: two white flares, and the same stiff three-block wobble, out cold on his feet.
    - VL: sparks at both lines, and the same wobble.
  - wobble, topple:
    - all levels: he topples like a felled totem pole in one piece.
    - VL: the puff on the landing.

## speedsabre.wall-split · WALL SPLIT · EPIC
- **Built on** the castle tower face.
- **Needs:**
  - a solid WALL or PILLAR within 272 u behind the victim, on the dash line;
  - the dash stops dead in it.
  - BREAKABLE_LIGHT (glass) is not a wall for this kill.
  - No wall: skipped (owed). A cast wall would be architecture, which isn't allowed.
- **range** mid (168 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts** (one crafted gouge per material):
  - stone / brick (castle, Temple Steps, Desert Forts, Tower Block): the white-hot gouge that cools, as built.
  - wood (the saloon wall, the Pirate Ship hull, a crate wall): the blade bites with a crack of splinters. The gouge is scorched black, smoking instead of glowing.
  - metal (Military Base containers, Sunken Lab bulkheads): a shower of sparks and a ringing TCHANK; the gouge glows cherry red.
  - chain-link (The Cage, if it plays): the blade catches in the mesh with a twang, and the mesh springs. The Cage is a small map, so that's big-film only.
  - Kitchen: the tiled backsplash (the tiles crack) or the toaster's steel side.
  - Retro Desktop: a window frame, taken as it is at the start. The blade, stuck in it, drifts with the window during the yank. Crafted.
  - Deep: a rock face or the hull. Silt bursts instead of sparks, and the gouge hisses streams of steam bubbles as it cools.
- **Gore ladder:**
  - the dash stopped with the blade inside him:
    - M: as built with dark blood (a wound, no part off);
    - L: the dash stops against him and the wall with a white flare, pinning him by the shock;
    - VL: a burst of sparks.
  - pommel tap, the late cut, the top half slides off:
    - H: as built;
    - M: the tap lands the late cut as a dark gash along the line, and he slides down the wall seated, leaving a dark smear.
    - L: a white flare; he slides down the wall out cold.
    - VL: sparks; the slide; puff.

## speedsabre.the-old-cuts · THE OLD CUTS · LEGENDARY (death realm)
- **Built on** the backyard (the lead-in); the realm is self-contained.
- **Needs:** FLOOR. The slit tears open on the real dash line, and the return drops the halves on the real floor.
- **range** mid (210 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Indoors (closed maps), the slit's red light washes the real walls and ceiling before it swallows him.
  - Return: the halves drop out of nothing onto the real floor and the scar fades in the real air.
  - Deep: the slit opens in the water. Its red light refracts, and bubbles are sucked into it as it swallows him. Return: the halves drift down out of nothing in slow drift, trailing blood clouds, and the scar heals in the water.
  - Realm horror stays full at every gore level.
- **Gore ladder:**
  - the dead stand in rows, each with an old hairline:
    - all levels: same (the hairlines are light).
  - the wave of old cuts opens every one:
    - H: as built;
    - M: the wave opens every hairline into a DARK GASH, and the dead fold along their lines in a rolling wave, like wheat under wind, without coming apart.
    - L: a white flare along each line, and the dead topple in a wave.
    - VL: sparks ripple across the field, and the dead crumble to dust row by row.
  - it opens his own line as he runs:
    - M: he folds along his line, face down in the dead grass;
    - L: he falls out cold;
    - VL: he puffs.
  - the halves drop out of the air in the real arena:
    - H: as built;
    - M: his whole body drops out of nothing, face down, the gash dark;
    - L: he drops out of nothing, out cold;
    - VL: he drops and puffs on landing.
  - the slit heals into a red scar:
    - all levels: same.

## speedsabre.pinball · PINBALL · LEGENDARY
- **Built on** Spike Castle (the floor, the plank, the battlement).
- **Needs:**
  - FLOOR;
  - 1-2 relaunch points within ~300 u, rising: PLATFORM, STAIRS, BIG_PROP top, BOUNCY, CLIMBABLE;
  - headroom ≥ 500 u for the four rising passes. On closed maps the apex happens just under the real ceiling.
  - Without a relaunch point: skipped (owed). Faris can't climb with the juggle from the floor alone.
- **range** mid (190 u) · **hazard** none · **air** yes (an airborne victim at the start means the first pass already juggles him) · **victims** 1.
- **Adapts:**
  - castle: as built;
  - Temple Steps: each pass from a higher step, the apex over the shrine;
  - Atrium: up the gallery floors;
  - Tower Block: up the floors, the apex at the lift shaft;
  - Military Base: up the catwalks;
  - Pirate Ship: up the rigging (CLIMBABLE) and off the yard;
  - Kitchen: up the shelf and the kettle (BIG_PROP);
  - Pinball Arcade: Faris bounces off a BUMPER to relaunch. Each relaunch rings a bumper. Crafted and better.
  - Clock Tower: off a gear and a moving hand, taken as at the start (it keeps turning).
  - Retro Desktop: windows as platforms.
  - Low ceiling (< 500 u): the last pass skims the ceiling in a spray of sparks. The apex is under it, so the arc stays four passes.
  - Deep: no gravity drop between passes. Each late cut knocks him UP in slow drift, and Faris swim-dashes after him through his own bubble tunnels. The apex is just under the bright surface. The pieces sink past Faris, and the head sinks slowly into his hand.
- **Air-combo counter:** it's the concept overlay (a combo counter), so it STAYS (ruling 14:25).
- **Gore ladder:**
  - forearm and arm off in the air:
    - H: as built;
    - M: no limbs. Each pass leaves a dark gash and knocks him higher, limp and spinning.
    - L: white flares;
    - VL: sparks.
  - three-line burst at the apex:
    - H: as built;
    - M: three dark lines at the apex, and he drops in one piece onto the battlement.
    - L: white flares at the apex, and he drops out cold.
    - VL: sparks, he drops, puff.
  - the head drops into Faris's hand:
    - VH / H: as built;
    - M / L / VL: his HAT drops into Faris's hand instead, and Faris puts it on.

## speedsabre.the-bright-line · THE BRIGHT LINE · EPIC
- **Built on** the Monsoon Rooftops: one dash across the gap to the lower roof, so the line slopes down and the head can roll along it.
- **Needs:**
  - FLOOR;
  - a lower standable surface ahead within 272 u (GAP to a lower roof, a PLATFORM edge down to the FLOOR, STAIRS), so the dash runs downhill;
  - or, anywhere: Faris HOPS and air-dashes down-slope over the ducking man. The slope is then the dash's own angle (needs headroom ~150 u). So it works anywhere.
- **range** close (130 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The rain steaming on the line is real rain on the Monsoon Rooftops and the Pirate Ship storm.
  - Elsewhere the line steams off whatever is in the air: dust motes in light shafts, sand, kettle steam, sea spray. It always hums.
  - Deep: the line hangs in the water, boiling a thin curtain of bubbles off its length. He rises into it; the head rests on the line, rocks, rolls down its slope and drifts off the end, slowly turning. More beautiful than the land version.
- **Gore ladder:**
  - he ducks, the line hangs:
    - all levels: same.
  - he stands up laughing into it:
    - all levels: same.
  - head stops on the line, rocks, rolls down, drops at Faris's feet; the body stands pumping:
    - VH / H: as built;
    - M: no decap. Rising into the line, he's stopped by it like a bar across the throat: it holds. A dark gash; he hangs on it by the neck for a beat, choking, both hands gripping the light (it burns his palms). Then the line fades and he drops face down at Faris's feet.
    - L: rising into it, a white flare; his head snaps back as if he walked into a clothesline, and he lands flat on his back, out cold.
    - VL: sparks, the clothesline, stars, puff.

## speedsabre.underfoot · UNDERFOOT · EPIC
- **Built on** the backyard lawn.
- **Needs:** FLOOR run ≥ 500 u along the dive (one half lands beyond Faris, one skids short), and headroom 200 u.
- **range** mid (220 u) · **hazard** none · **air** yes. The victim is airborne: the film can open on a real airborne victim, and from the ground the film owns his dive. · **victims** 1.
- **Adapts:**
  - Any long floor.
  - Pirate Ship: the halves skid with the roll.
  - Kitchen: the halves skid across the counter and one stops against the toaster.
  - Deep: his flying tackle is a lunging swim. The split halves part and drift past Faris either side, slowly turning, and Faris plants the blade in the sand between them.
- **Gore ladder:**
  - split lengthwise in flight:
    - H: as built;
    - M: no split. The head-on air dash leaves a dark gash down his front from crown to crotch, and he crashes past Faris in one piece, skidding on his face.
    - L: a white line; the crash and skid, out cold;
    - VL: sparks; the skid; puff.
  - Faris stops between them, plants the blade:
    - all levels: same (at M / L / VL he stands beside the one body).

## speedsabre.hold-this · HOLD THIS · RARE · 2 victims
- **Built on** the saloon. It is the page's one multi-victim film.
- **Needs:**
  - FLOOR ≥ 400 u;
  - two foes charging in a line, one behind the other.
  - It plays only on real multi-kills (the brief §4 triggers).
- **range** close-mid (160 u to the front one, 370 u to the back one; one slightly rising dash passes both) · **hazard** none · **air** no · **victims** 2.
- **Adapts:**
  - Any floor.
  - With 3+ victims the 2-victim film plays and the rest die in the background (brief §4).
  - Deep: the back one's head floats into the front one's hands; the front one's top half drifts off his hips cradling it.
- **Gore ladder:**
  - the back one's head flies into the front one's hands; he says the name:
    - H: as built;
    - M: no head off. The pass knocks the back one's HAT off, and it flies into the front one's hands. He catches it and says the name; then his partner topples behind him, a dark gash at the neck.
    - L: the hat catch; the partner drops out cold.
    - VL: the hat catch; the partner puffs.
  - the front one's top half slides off his hips still cradling it:
    - H: as built;
    - M: his own cut opens as a dark gash at the waist, and he folds over it, still holding the hat;
    - L: he doubles over and drops, out cold;
    - VL: he puffs.
  - the headless one walks two steps and drops:
    - M / L / VL: the partner simply topples (above).

## speedsabre.last-word · LAST WORD · RARE
- **Built on** the castle.
- **Needs:** FLOOR.
- **range** mid (210 u) · **hazard** none · **air** no · **victims** 1.
- **Mirror:** the bubble's letters never mirror. COWARD! reads left to right on either side. The cut line through it mirrors with the dash; the letters don't.
- **Adapts:**
  - Any map.
  - Deep: COWARD! is shouted in a literal wobbling air bubble with the word inside it. The dash halves the bubble, and both halves wobble up toward the light. The head rides the lower half down to the sand.
- **Gore ladder:**
  - the bubble and the neck split along one line; the head rides the top half of COWARD! down:
    - VH / H: as built;
    - M: no head off. The dash cuts the bubble in half and leaves a dark gash across the neck. His voice cuts off mid-word (COW—), and he drops to his knees clutching his throat, then topples onto the bottom half of the word.
    - L: the bubble halves, his voice cuts, and he drops out cold onto it;
    - VL: the bubble pops in sparks, he faints, puff.

## speedsabre.split-hairs · SPLIT HAIRS · RARE
- **Built on** the saloon, in a shaft of afternoon sun full of dust motes.
- **Needs:**
  - FLOOR.
  - The sunbeam comes from the map's own LIGHT or OPENING (a window, a door, a skylight) when there's one in shot.
  - Otherwise it's the kill's own shaft of light, which is atmosphere, not architecture. Allowed.
- **range** mid (180 u). From farther away, Faris walks the rest with his back to the light. · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - The motes are whatever is in the air on that map: dust, sand, spray, kettle steam.
  - Night maps: moonlight or a lamp's cone replaces the sun.
  - Deep: sunbeams slant down from the surface. He can't sneeze, so he sneezes a burst of BUBBLES that shakes him. The head drifts off along the hairline and turns slowly down to Faris's boots.
- **Gore ladder:**
  - AH-CHOO snaps the head off along the invisible hairline; it rolls to Faris's boots, dripping from the nose:
    - VH / H: as built;
    - M: no head off. The sneeze jerks his head, and a dark gash opens across the neck. He stands swaying, reaches up to wipe his nose, and topples face first.
    - L: the sneeze snaps his head back with a white flare, and he keels over out cold, hand to his nose.
    - VL: sparks on the sneeze; he keels over; puff.
  - the body lifts a hand to wipe a nose it no longer has:
    - all levels: the hand goes up to the nose (at M / L / VL to his own nose). The beat stays.

## speedsabre.skin-classic · HATS OFF · COMMON (classic skin)
- **Built on** the castle.
- **Needs:** FLOOR + headroom ≥ 300 u for the cap's flight.
- **range** mid (180 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map with the headroom.
  - Under a lower ceiling: the cap bonks off the ceiling, spins, and drops back onto the stump. A crafted beat, not a cut.
  - Deep: the cap floats up slowly, turns, and settles back down onto the stump through the red plume. Slower and more graceful.
- **Gore ladder:**
  - his head goes down his back as he tips it back to watch the cap:
    - VH / H: as built;
    - M: no head off. The rising dash knocks the cap up and leaves a dark gash at the brim line. He tips his head back to watch the cap and keeps tipping, falls flat on his back, and the cap lands perfectly over his FACE.
    - L: the same, under a white flare, out cold with the cap on his face.
    - VL: sparks; flat; the cap lands; puff. The cap stays on the floor.
  - the cap bobs on the fountain:
    - H: 60%;
    - M: none (the cap lands on his face, above);
    - L / VL: none.
  - the body pats the cap, stands proud, topples:
    - M / L: he pats the cap on his face once, then goes still.

## speedsabre.skin-taped · RIPPED OFF · RARE (taped skin)
- **Built on** the saloon.
- **Needs:** FLOOR ≥ 300 u (three passes back and forth).
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - Deep: the tape unspools off the hilt in floating loops and wraps him slowly. His muffled hops become muffled wriggles in drift. On the rip, band by band, the pieces separate and drift apart inside the loosening tape.
- **Gore ladder:**
  - red seeping through the tape:
    - H: 60%;
    - M: dark stains;
    - L: none, just the tape;
    - VL: none.
  - the rip; band by band from the feet up the pieces come apart into a heap:
    - H: as built;
    - M: no pieces. Faris rips the tape off and its pull SPINS him out of the wrap like a top. Dark gashes show where the passes went, and he drops in one piece.
    - L: he spins out, white flares, out cold.
    - VL: he spins out in sparks; puff.
  - Faris winds the tape back on and bites it off:
    - all levels: same.

## speedsabre.skin-camo · TRIMMED · EPIC (camo skin)
- **Built on** the backyard lawn.
- **Needs:** FLOOR. The bush is the VICTIM's defensive prop, cast from his hand ('thrust': palms into the floor). On hard floors it rises from his gold line just the same.
- **range** mid (240 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map. The gold-inked bush takes the map's palette: a desert scrub on Desert Forts, a potted fern on the Atrium.
  - Kitchen: a parsley sprig the size of a hedge.
  - Deep: he casts a clump of sea grass. The top floats off with his head in it like an egg in a nest. The stump's plume rises instead of fountaining, and the body sinks out of sight into the clump.
- **Gore ladder:**
  - hedge top comes off with the head in it like an egg in a nest:
    - VH / H: as built;
    - M: no head off. The trim takes the hedge top with his HAT in it (the egg in the nest) and leaves a dark gash across his scalp. The eyes in the leaves go wide, and he sinks out of sight into the hedge, out cold. The final image is the hedge top with the hat in it on the lawn.
    - L: the same, without the gash.
    - VL: the same with sparks, and the bush puffs away at the end.
  - headless body fountains out of the stump like a garden ornament and sinks:
    - H: 60%;
    - M: none. He sinks without a fountain, and a few leaves flutter down.
    - VL: leaves and sparks.

## speedsabre.skin-cartoon · DEALT · EPIC (cartoon skin)
- **Built on** the backyard lawn.
- **Needs:** FLOOR ≥ 500 u for the deal.
- **range** close (160 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any floor.
  - Deep: the slices fan in slow drift, BOING shut, and the deal floats out in a row on the current.
- **Gore ladder:**
  - five slices fan out (FWIP), spring shut (BOING), dealt in a row; the head blows a party horn:
    - VH / H: as built (cartoon).
    - M: no slices. Cartoon logic does the work: on the fourth pass he turns into a standing stack of five playing CARDS with his face on the top card. The stack fans open (FWIP), springs shut (BOING), and Faris deals the cards across the lawn, each card showing a part of him. The last card, his face, blows the party horn.
    - L: the same cards.
    - VL: the same, and the cards puff into sparkles at the end.

## speedsabre.skin-ice · CURLING · LEGENDARY (ice skin)
- **Built on** the backyard lawn, frozen by the dash.
- **Needs:** a level FLOOR run ≥ 600 u for the slide.
  - Slopes and stairs (Desert Forts ramps, Temple Steps) don't qualify unless a level 600 u run is there.
- **range** mid (260 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any long level floor. The frost sheet spreads over grass, boards, stone or deck; the house rings are cast by Faris ('point').
  - Pirate Ship: the stone curls with the roll. HURRY HARD turns to WHOA as the deck tips, and it still stops on the button. Crafted.
  - Kitchen: the counter top is the sheet, and the house is drawn round a sugar cube.
  - Deep: skipped. Ice doesn't sheet under water, and the slide needs a floor.
- **Gore ladder:**
  - the top half slides upright on its cut, a red streak and guts trailing until they snap, and stops on the button:
    - H: as built minus the guts (a dark streak, no rope);
    - M: no halving. The ice dash freezes him solid from the waist down (a dark frosted gash at the waist). He tips onto his back and SLIDES whole, like a curling stone, Faris sweeping ahead. He spins to a stop dead on the button, frozen stiff.
    - L: the same, with no gash;
    - VL: the same, with ice sparkles, and he puffs on the button.
  - the legs slip and fall:
    - M / L / VL: none (he is the stone, whole).

## speedsabre.skin-neon · FULL COMBO · LEGENDARY (neon skin)
- **Built on** the saloon as a club.
- **Needs:** FLOOR ≥ 300 u (four dashes on four beats, one airborne), headroom ≥ 200 u.
- **range** close (140 u) · **hazard** none · **air** no · **victims** 1.
- **Text:** the note highway (PERFECT, combo, score) is this kill's concept overlay (a rhythm game at 120 BPM), so it STAYS (ruling 14:25).
- **Switches:** "reduce flashing" tones the club beams and the floor tiles down to a slow pulse.
- **Adapts:**
  - Any map. The club light is screen-space; the light-up tiles are laid over whatever floor it is.
  - Deep: the bass thumps through the water as visible rings. The pieces hover and bob, which they naturally do underwater, until the drop; then everything sinks at once.
- **Gore ladder:**
  - arm, arm, head pop off and hover bobbing to the bass:
    - H: as built;
    - M: no limbs. Each beat-dash knocks a piece of GEAR off, and it hovers pulsing to the bass: the hat, the pistol, a shoe, the belt. He hovers too, an inch off the floor, dancing against his will.
    - L: the same gear.
    - VL: the same gear, sparkling.
  - on the drop everything falls; the top half bursts off the legs onto the lit floor:
    - H: as built;
    - M: he collapses in one piece on the lit floor, a dark gash at the waist, and the gear rains round him.
    - L: he collapses out cold.
    - VL: the puff on the drop.

## speedsabre.skin-gold · THE GILDED TOMB · MYTHIC (gold skin, death realm)
- **Built on** the saloon (the lead-in); the tomb is self-contained.
- **Needs:** FLOOR. The return lays his top half in a corroded mask on the real floor.
- **range** mid (200 u) · **hazard** none · **air** no · **victims** 1.
- **Adapts:**
  - Any map.
  - The crossing gilds the REAL map from the wound outward, so the real colours show under the leaf before it curls and peels away.
  - Return: the tarnished flakes fall on the real floor.
  - Deep: the gold leaf spreads over the water like an oil sheen and peels away in slow curls. Return: the flakes sink slowly, and the mask and the stopped heart settle on the sand.
- **Gore ladder:**
  - the first late cut opens his chest like a book; the beating heart flies onto the balance pan:
    - VH: same.
    - H: the chest opens like a book as a dark wound, with no organ shown. From the wound a beating heart of hammered GOLD LEAF lifts onto the pan: the realm's magic weighs it.
    - M: no chest opening. The cut leaves a dark gash over his heart, and from it rises his heart's LIGHT: a beating glow the size of a fist that drifts onto the pan.
    - L: the same glow.
    - VL: the same glow, white.
  - it sinks; every mask turns, eyes lit:
    - all levels: same (realm horror).
  - the second pass halves him; the death mask seals his face; his top half is set into the empty niche:
    - H: as built;
    - M: no halving. The second pass leaves a dark gash, and he drops to his knees before the balance. The mask seals his face, and the dead set him into the niche WHOLE, seated and masked.
    - L: the same.
    - VL: the same, and he puffs away inside the niche, leaving the mask.
  - return: his top half in a corroded mask beside a stopped heart on the real floor:
    - M: his whole body face down in the corroded mask; beside him the glow dims and goes out;
    - L: the same;
    - VL: the mask alone on the floor.

---

# SPEED SABRE PLANS (new rules)

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s, single victim, no realms, no map-changing casts)
- They play inside the black-magic zone on medium / big / event maps only (never on SMALL maps), so they must work on closed maps and on The Deep.
- **Uniqueness:** ledger-checked 24 Oct against all 280 lines plus TRAPS / DEATHS / REALMS. These were rejected as already owned:
  - TIMBER (ar.timber);
  - SPINELESS (fists.spineless);
  - a cigarette smoke ring (pump.last-smoke);
  - a tango dip (revolver.last-waltz);
  - a matador (smg.matador);
  - SPLIT DECISION as a title (pistol);
  - running for a dropped gun (ar.runner).
- **Re-checked at 15:10** against the MID-ROUND lines that have landed (smg, laser, pistol, beam, thammer). CLOSE SHAVE moved from the face to the scalp (beam TAN LINES); FULL CIRCLE was replaced by DECKCHAIR (smg.lathe's ring of blood).
- Each mid gets its ledger line (`speedsabre.mid-<id>`, under MID-ROUND) and a fresh sweep before it's built (rule 15:00).
- **Death families:** the sabre cuts, so three of the five use a RESTING family. Each is the kill's whole concept and looks unlike every earlier use, as DEATH USAGE allows. The other two are OPEN. KIT-BODY reviews before I build.

1. **SABRAGE** · death DECAPITATION (RESTING; the concept: the head goes like the cork)
   - High concept: opening champagne with a sabre, the real tradition, done on a man.
   - Hook: he has a bottle of champagne (his hand prop, `s.pullOut` from his coat) and shakes it at Faris to spray him. Faris dashes along the bottle's neck.
   - Arc: the dash strikes the neck clean off the bottle. The cork and the glass ring fly with a POP in a plume of foam, and the same line carries on through his own neck. His head goes up beside the cork, turning in the foam.
   - Final image: cork and head landing side by side; the bottle still foaming in his hand, red foam running over his fingers.
   - Gore ladder:
     - XT: the head pops with the cork on a red-pink foam fountain;
     - H: the same, the stump dark;
     - M: no head off. The cork and the bottle's neck fly; the foam gushes over him; a dark gash at the neck, and he drops to his knees in the foam.
     - L: the cork pops, the foam sprays over his face, and he faints into it.
     - VL: the same with sparkles; puff.
   - range close-mid · air no · Deep: adapts (the cork and the head rise together in a column of bubbles; the "foam" is a silver bubble burst).
2. **CLOSE SHAVE** · death PEEL / SCALP (OPEN, 14)
   - High concept: the closest shave in the world.
   - Hook: three passes in 1.5 s at his face. The first takes his stubble, the second his moustache, the third his eyebrows; every hair floats down in the air.
   - Arc: he touches his smooth face and GRINS: he looks ten years younger. He runs a hand back over his hair, pleased. The fourth pass skims the crown a hair closer: the late cut takes his whole SCALP off with the hair still on it, and it slides off the back of his head like a wig.
   - Final image: his scalp, hair neatly combed, lying on the floor like a dropped toupee; his hand still raised to the bare crown.
   - Gore ladder:
     - XT: the scalp slides off wet; the raw crown;
     - H: the crown is a dark wound;
     - M: no peel. The fourth pass shaves his HEAD bald and leaves a dark gash across the crown; the hair falls like a wig, and he drops.
     - L: the hair falls in one piece like a wig, and he faints, hand on his bald head;
     - VL: the hair puffs off in sparks; faint; puff.
   - range close · Deep: adapts (the shaved hair drifts in a cloud; the scalp drifts down slowly turning like a jellyfish).
   - It is the SCALP, not the face: beam.mid-tan-lines owns a face peeling in sheets. It isn't the layer strip either (knife.flayed, laser.headwind).
3. **DECKCHAIR** · death TENDONS (OPEN, 4)
   - High concept: he folds up like a deckchair.
   - Hook: he leans back on his heels, cocky, as if lounging, arms folded. Faris's low dash passes behind his knees and hips.
   - Arc: the late cut lands on the tendons behind the knees and the hips, and everything that held him up lets go at once. He folds flat in three neat folds, shins, thighs, torso, like a deckchair collapsing: clack, clack, clack.
   - Final image: a man folded flat on the floor like a packed-away deckchair, his face peering out between his knees; Faris sets his boot on it.
   - Gore ladder:
     - XT: fountains from the backs of the knees and the hips as he folds;
     - H: dark;
     - M: dark gashes, the fold;
     - L: white flares, the cartoon fold, out cold;
     - VL: sparks, the fold, puff.
   - range close-mid · Deep: skipped (the fold needs a floor and gravity).
   - The first draft, FULL CIRCLE (the femoral jet painting a ring round him), was dropped: smg.lathe already ends "toppled into its own ring of blood".
4. **BOTH WAYS** · death SLICE / HALVE (RESTING; the concept: indecision)
   - High concept: he can't decide which way to dodge, so he goes both.
   - Hook: Faris hops; the man flinches left, then right, then freezes in the middle.
   - Arc: a downward air dash comes straight down his centre line. The late cut lands, and each half finishes a different dodge: the left half leaps left, the right half leaps right, each landing in a crouch facing away from the other.
   - Final image: the two halves crouched three metres apart, still in their dodges, Faris standing in the gap between them.
   - Gore ladder:
     - XT: the halves part with a wet tear down the middle;
     - M: no halves. A dark gash down his centre; he tries to dodge both ways at once, his body twists (one arm left, one leg right), and he falls in a tangle.
     - L: a white line down the middle, the same twist, out cold;
     - VL: sparks; he spins on the spot like a top; stars; puff.
   - range close · air yes (Faris) · Deep: adapts (the halves swim apart in opposite directions).
   - Unlike underfoot (halved head-on in flight), ar.rewind (crown to crotch) and the-interval (half arrives), the halves here MOVE on their own, dodging.
5. **FILLET** · death SLICE (RESTING; the concept: filleted like a fish)
   - High concept: the dash at floor level, along his length.
   - Hook: wounded, he crawls away on his belly. Faris lays the blade flat and dashes from his heels to his crown just above the floor.
   - Arc: the late cut splits him horizontally into a top layer and a bottom layer, like a fish filleted on a board. The top layer keeps crawling one stroke, sliding forward off the bottom.
   - Final image: the two layers side by side on the floor; Faris wiping the flat of the blade.
   - Gore ladder:
     - XT: the layers part wet;
     - M: no layers. A long dark gash down his back from heel to head, and he stops crawling and flattens.
     - L: a white line runs his whole length, and he goes still, out cold.
     - VL: sparks along his back; puff.
   - range close-mid · Deep: skipped (needs a floor to crawl on).

## B · MULTI-VICTIM TRIM
- HOLD THIS is the page's only multi-victim film (2). It's within 1-2, so nothing is cut or replaced.
- The plans below add no multi-victim film.

## C · UNDERWATER KILLS FOR THE DEEP (≥ 2, new big films)
1. **CAVITATION** · LEGENDARY · single · death CORRODE / ACID HOLES (PREFERRED, 0 uses)
   - Concept: real physics. A blade moving that fast underwater boils the water into vapour, and the collapsing bubbles pit steel.
   - Arc:
     - The dash leaves a tunnel of silver vapour through the sea and through him.
     - A beat of stillness. The late cut IS the collapse: the bubble tunnel implodes along the line with a crack, and thousands of tiny bubbles collapse on him at once.
     - The collapse pits him along the line in a band of tiny craters, as cavitation pits a ship's propeller. The band eats inward, crater into crater, until the line is eaten through, and he comes apart along a corroded, honeycombed seam.
   - Final image: his two halves drifting apart with the seam still fizzing silver; a sheet of bubbles rising off it into the light, turning pink.
   - Needs: UNDERWATER.
   - Gore ladder:
     - XT: the pitting is red, the seam bleeds clouds;
     - H: the pitting is dark;
     - M: the pits stay on his clothes and skin as a dark band, and he doesn't come apart; he drifts limp, fizzing.
     - L: a band of silver fizz, and he goes limp;
     - VL: the fizz becomes a flurry of white bubbles, and he fades in it.
   - range close-mid.
2. **MAN O' WAR** · EPIC · single · death VENOM (closest families: ELECTROCUTION / INFLATE; KIT-BODY to map)
   - Concept: the sabre never touches him.
   - Arc:
     - Faris dashes through a glowing jellyfish drifting above the victim (The Deep's jellyfish are persistent map creatures; CREATURE / ELECTRIC). The bell halves.
     - Its long trailing tentacles, cut loose, drift down over the man like a net.
     - Every thread that touches him stings: glowing violet welt-lines bloom on his skin and swell. He thrashes, which tangles him further. His movements stiffen, his breath goes in a burst of bubbles, and he hangs rigid.
   - Final image: a dead man sinking slowly into the dark, wrapped in a glowing net of jellyfish thread that lights the water violet around him.
   - Needs: UNDERWATER + a jellyfish (CREATURE). Fallback: none needed; The Deep's jellyfish are always there.
   - Gore ladder:
     - XT: the welts split and bleed threads of blood;
     - H: dark welts;
     - M: glowing welts, no blood;
     - L: the glow only;
     - VL: the net glows white and he fades in it.
   - range mid (the jellyfish is between them). It doesn't reuse thammer's electrocution look (no x-ray, no plank fall): the threads and the slow sink are the image.

## D · OLD FINISHER REMAKES (`38_fin_kills2.js`: speedsabre THOUSAND CUTS (EXISTING), LIMB FROM LIMB (NEW))
- **THOUSAND CUTS (EXISTING):** already remade.
  - speedsabre.ten-thousand-cuts is the remake. It keeps the many passes, the sheath and the falling apart, and adds the thirty-passes-ten-cuts count and the air freezing at the click.
  - The old one retires when this page ships (K4.9).
- **LIMB FROM LIMB (NEW proposal): not remade.**
  - It isn't game-feasible: a slow walk with flicks of the blade, while the sabre only dashes.
  - It is LIMBS OFF (RESTING) as its whole idea, with no other hook.
  - "Taking pieces off a living man one by one" is already owned by smg.lathe, smg.nowhere and knife.broken.

## Resolved by the coordinator's rulings (brief §9)
1. **Platform destruction** (heaven-splitter): round-ending films may break platforms (14:40), so the plank splits.
2. **Text:** the PINBALL counter, the HEAVEN SPLITTER replay labels and the FULL COMBO note highway are concept overlays, so they stay (14:25 / 15:05). Only the end title cards move to the recap.

## P2.1 CODE TASKS
- Add `needs` (kinds + space), `range` (FH bands), `hazard` (the fixed set), `air`, `victims` to all 22 defs, as in the summary.
- `s.el` lookups:
  - heaven-splitter: the cuttables on a 31° line + the landing PLATFORM; the replay labels read the real names;
  - wall-split: a solid WALL / PILLAR behind;
  - pinball: the relaunch points + the ceiling height;
  - the-bright-line: a lower surface ahead, else the hop variant;
  - CURLING: a level run;
  - split-hairs: a LIGHT / OPENING for the beam (optional).
- Material variants: wall-split's gouge (stone / wood / metal / tile / desktop window), and every slide / skid sound by floor material.
- The per-map "air" element of TEN THOUSAND CUTS (rain / sand / dust / sparks / steam / confetti / marine snow).
- The gore ladder via `s.gore` per the lines above (the sabre's M hinge, the L flare, the VL sparks; the gear substitutes).
- The Deep variants (bubble tunnels, drift, clouds).
- The end title cards move to the recap card (the shell does it).
