Appendix — Primary Sources
Compiled 2025-10-25 04:22:49Z (UTC).
| Artifact | Size | Status |
|---|---|---|
| OWL_Canon_Bible_FINAL_ENCYCLOPEDIC_2003.html | 25460 bytes | embedded |
| OWL_DropDead_Master_Bible_2003.html | 25512 bytes | embedded |
| OWL_DropDead_Story_Bible_2003 2.html | 45834 bytes | embedded |
| OWL_DropDead_Story_Bible_2003.html | 45834 bytes | embedded |
| OWL_DropDead_Story_Bible_2003_CORE.html | 18277 bytes | embedded |
| OWL_DropDead_Story_Bible_2003_UNIFIED.html | 37241 bytes | embedded |
| OWL_DropDead_Story_Bible_2003_UNIFIED_v2.html | 30403 bytes | embedded |
| OWL_DropDead_Story_Bible_2003_UNIFIED_v3.html | 18632 bytes | embedded |
| OWL_Encyclopedia_Treatment (1).html | 13340 bytes | embedded |
| OWL_Encyclopedia_Treatment.html | 13340 bytes | embedded |
| OWL_Final_Canon_Bible_2003_YubaRidge.html | 12951 bytes | embedded |
| OWL_Master_Bible_2003_CurrentCanon.html | 13918 bytes | embedded |
| OWL_Master_Bible_2003_CurrentCanon_lever.html | 13923 bytes | embedded |
| OWL_Master_Bible_2003_CurrentCanon_pump.html | 13897 bytes | embedded |
| OWL_Master_Encyclopedia_Script_Treatment.html | 18325 bytes | embedded |
| OWL_Master_Production_Bible_v1_2_Scenes.html | 20666 bytes | embedded |
| OWL_Production_Preview_Pitch_2003.html | 14654 bytes | embedded |
| owl_bible_rural_giallo_canon_2025_10_19.html | 15629 bytes | embedded |
| owl_yuba_ridge_canon_bible_rev.html | 17980 bytes | embedded |
| owldropdeadv6.html | 18277 bytes | embedded |
OWL_Canon_Bible_FINAL_ENCYCLOPEDIC_2003.html — 25460 bytes
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<div class="wrap">
<h1>OWL — FINAL CANON BIBLE <span class="badge">2003 • Yuba Ridge Edition • Encyclopedic • Compiled 2025-10-19 09:13 UTC</span></h1>
<p class="small">Authoritative master for screenwriter, director of photography, department heads, producers and investors. Hybrid approach: <em>biological case‑file realism</em> + <em>cinematic production grammar</em>. Locks: <strong>Year 2003</strong>, <strong>owl‑POV super‑tele stalking</strong>, <strong>defensive mantle ground set‑piece</strong>, and <strong>authorized ≤ 4 s full‑owl reveal only in the final kill</strong>. Primary cut R (PG‑13 protective path included).</p>
<h2>0. Orientation</h2>
<div class="grid2">
<div class="kv">
<h3>Elevator</h3>
<p><strong>Natural horror / rural giallo.</strong> A town blames a cougar. The real killer moves silently from above. A widow ends it, without myth or ceremony.</p>
</div>
<div class="kv">
<h3>Creative Pole Stars</h3>
<ul class="tight">
<li><strong>Silence is a weapon</strong> (remove score; emphasize air pressure, wind, object creaks).</li>
<li><strong>Distance = fear</strong> (700–1200 mm owl‑POV compression; parallax flattening).</li>
<li><strong>Restraint = credibility</strong> (mass/aftermath beats over anatomy).</li>
<li><strong>2003 lock</strong> (halogen, sodium, DV‑era broadcast inserts, no smartphones).</li>
</ul>
</div>
</div>
<h2>1. Story Spine & Detailed Scene Map</h2>
<div class="card">
<table class="tbl small">
<tr><th>Seq#</th><th>Title</th><th>Synopsis & Function</th><th>Key Coverage</th><th>Sound / Score</th><th>Dept Notes</th></tr>
<tr><td>1</td><td>Cold Open — The Wrong Cat</td><td>Livestock carcass; <em>actual</em> cougar briefly seen. Cut to a later kill site that reads as “cougar”—misdirection established.</td><td>70 mm tableau; ground inserts (set‑downs), no gore close.</td><td>Wind & flies; <em>no music</em>.</td><td>VFX: none. SFX: carcass build.</td></tr>
<tr><td>2</td><td>Mason’s World</td><td>Ex‑firefighter does town maintenance; competence and skepticism.</td><td>40 mm neutral interiors; 16 mm street walkabouts.</td><td>Low utility room tone; faint hums.</td><td>Props: 2003 tools; pager/Nextel style chirper optional.</td></tr>
<tr><td>3</td><td>First Night Hunt</td><td>Three men sweep a ridge; <strong>two die</strong> (one offscreen, one partial). Town doubles down on “cougar.”</td><td>16 mm woods handheld; LED beams; owl‑POV plate (700–1000 mm) from above; <mark>no wings/feathers</mark>.</td><td>Radio tear; air‑pressure dip; <em>no score</em>.</td><td>FX: wind machines off‑camera for down‑rush; fog corridor.</td></tr>
<tr><td>4</td><td>Surge Tower — Mason</td><td>Mason investigates alone; <strong>killed</strong> by unseen force. Flashlight pinwheels.</td><td>70 mm deck tableau; tarp press‑in insert (600 mm); offscreen yank.</td><td>Structure creak; final breath cut; <em>no music</em>.</td><td>Rig: fall gags replaced with offscreen pull + sound.</td></tr>
<tr><td>5</td><td>Public Pressure</td><td>Hall corrals town; “cougar” becomes law.</td><td>40 mm town hall; 70 mm crowd tableau.</td><td>Score enters <em>briefly</em>: dark minimal pulse (E‑min; 60–70 BPM).</td><td>Art: 2003 flyers, hand‑drawn cougar sketch sapient wrong scale.</td></tr>
<tr><td>6</td><td>Ruiz Crash (Night → Dawn)</td><td>Pickup wreck; <strong>ejected through windshield</strong>; <strong>bodies 120–150 yds</strong>; no drag marks. Red herring hardens.</td><td>70 mm crash tableau; macro safety glass spider with fine mist; ground 50 mm showing distance to sheets.</td><td>Tinnitus L channel → wind; no score.</td><td>Road lockups; sugar glass; steam FX.</td></tr>
<tr><td>7</td><td>Desk News — 4:3</td><td>In‑universe anchor confirms FR‑12 closure; names Ruiz brothers (Jacob 17 / David 23).</td><td>SD 4:3 inside 2.39 matte; simple OTS graphic.</td><td>Room tone only.</td><td>Broadcast package art.</td></tr>
<tr><td>8</td><td>Colson Takes B‑Story</td><td>Hall dies in crash; <strong>Colson</strong> inherits cougar hunt. Visits Ruiz parents (fuel for vengeance).</td><td>40 mm kitchen; 70 mm porch tableau.</td><td>Silence; barely‑there analog pad between scenes.</td><td>Performance‑first; minimal coverage.</td></tr>
<tr><td>9</td><td>Owl‑POV Stalks Liv</td><td>From above, <strong>super‑tele</strong> POV compresses ridge; micro head‑turn yaws; no creature visible.</td><td>700–1200 mm oblique overhead; parallax flattening; low‑fog.</td><td>Wind + line hum; <em>no score</em> until title card in trailers only.</td><td>FPV/condor or cable head; see §15.</td></tr>
<tr><td>10</td><td>Road Closure Problem</td><td>FR‑12 closed; Colson escort lets Liv into town for essentials; later the closure blocks her when she needs to flee.</td><td>70 mm night road cones; 40 mm car interiors; practical light bars.</td><td>Vehicle ticks; no score.</td><td>Traffic control plan; sheriff unit hero car.</td></tr>
<tr><td>11</td><td>Second Hunt Wave</td><td>Three more locals die in scattered incidents; editing more stylized; owl never shown.</td><td>16 mm woods; red/green hand torches; <mark>no visible eyeshine</mark>.</td><td>Air displacement; branch shear; no score.</td><td>Stunt falls; debris rigs.</td></tr>
<tr><td>12</td><td>Liv Plans Barn</td><td>Silent prep: rigging fuel/propane; line of egress; livestock bait.</td><td>40 mm interior; insert work; 70 mm barn wide.</td><td>Room chirps; no score.</td><td>Fire safety walk‑through; signage.</td></tr>
<tr><td>13</td><td>Barn Eruption</td><td>Burning mass exits barn; <em>burning screech</em> heard once.</td><td>70 mm silhouette; condor shadow plates; heat shimmer; no anatomy.</td><td>Screech → silence.</td><td>Hybrid practical + VFX augmentation; see §12.</td></tr>
<tr><td>14</td><td>Final Kill — Empty to Click</td><td>Liv fires measured shots; silhouette folds; last pump is a <strong>click</strong>. ≤4 s cumulative full‑owl visibility across the sequence.</td><td>70 mm locked tableau; 85 mm ejection insert (optional).</td><td><strong>No score.</strong> Impacts + ember hiss only.</td><td>Gun safety; blank discipline; ember fans.</td></tr>
<tr><td>15</td><td>Scene 24 — Restoration</td><td>Dawn. Liv replaces red/green porch bulbs with bright white. <em>Giallo off‑switch.</em></td><td>70 mm exterior; breath fades in white light.</td><td>Wind returns to ordinary; no score.</td><td>Symbolic button. No sequel wink.</td></tr>
</table>
</div>
<h2>2. Character Dossiers</h2>
<div class="grid3">
<div class="kv">
<h3>Liv (Final Protagonist)</h3>
<ul class="tight">
<li>Arc: from isolation & grief → situational mastery → quiet restoration.</li>
<li>Competence: practical, tools‑literate, observes patterns.</li>
<li>Wardrobe: work jacket, thermal layers, 2003 boots; neutral palette.</li>
<li>Props: Mason’s toolbox; pump shotgun (Act III only).</li>
</ul>
</div>
<div class="kv">
<h3>Mason (Act I POV)</h3>
<ul class="tight">
<li>Ex‑firefighter; town reliableness; skeptical rationalist.</li>
<li>Death: surge tower deck; establishes invisible threat and silence grammar.</li>
<li>Wardrobe: utility Carhartt, radio belt clip (period correct).</li>
</ul>
</div>
<div class="kv">
<h3>Sheriff Hall → Sheriff Colson (B‑Story)</h3>
<ul class="tight">
<li>Hall: overconfident; dies in crash (owl‑caused chaos, not mauled).</li>
<li>Colson: procedural, earnest; leads cougar hunt; visits Ruiz parents.</li>
<li>Key Convergence: sees Liv with dead owl — 3‑second look = confusion → acknowledgement → resolution.</li>
</ul>
</div>
</div>
<h2>3. 2003 Art Direction & Props</h2>
<div class="grid3">
<div class="kv">
<h3>Domestic/Utility</h3>
<ul class="tight">
<li>Flip phones / candybar phones (no iPhone), no text UIs in frame.</li>
<li>Halogen work lights, sodium pools, incandescent porch floods (red/green bulbs present but used sparingly on camera).</li>
<li>2003 packaging: fuel cans, cereal, flyers, hardware branding of era.</li>
</ul>
</div>
<div class="kv">
<h3>Vehicles</h3>
<ul class="tight">
<li>Pickup (Ruiz): 90s/early‑00s domestic, halogen headlights.</li>
<li>Sheriff Crown Vic (’98‑’04 lightbar), one rural unit. Utility truck for Mason.</li>
<li>Town volunteer trucks for hunt lines.</li>
</ul>
</div>
<div class="kv">
<h3>Weapons & Tools</h3>
<ul class="tight">
<li>Pump shotgun (12 ga), revealed only Act III; blank workflow; ejection port insert plan.</li>
<li>Liv’s barn kit: rope, chain, fuel cans, prop torch, lanterns, flares.</li>
</ul>
</div>
</div>
<h2>4. DP Technicals • Lensing • Movement</h2>
<div class="grid2">
<div class="kv">
<h3>Lens Roles</h3>
<ul class="tight">
<li><strong>16 mm</strong> (25/28/35): close woods, procedural proximity.</li>
<li><strong>40 mm</strong>: interiors and neutral coverage.</li>
<li><strong>70 mm</strong>: dread tableaux, poster stills, title frames.</li>
<li><strong>700–1200 mm</strong>: owl‑POV from above; long compression; <em>micro‑yaws</em> like head turns.</li>
</ul>
<h4>Mounting</h4>
<ul class="tight">
<li>Condor high‑hat for static overheads; cable head for glide; FPV pass for speed plates (shadow only).</li>
<li>Stabilization: minimal; allow natural micro‑oscillation.</li>
</ul>
</div>
<div class="kv">
<h3>Lighting Doctrine</h3>
<table class="tbl small">
<tr><th>Situation</th><th>Primary K</th><th>Notes</th></tr>
<tr><td>Two‑lane fog pools</td><td>2000–2500</td><td>Sodium; keep green in shadows minimal.</td></tr>
<tr><td>Search beams</td><td>7000–8000</td><td>Tight cones; backscatter in fog.</td></tr>
<tr><td>Farm interiors</td><td>2700–3200</td><td>Tungsten; soft top practicals.</td></tr>
<tr><td>Barn fire</td><td>1800–2000</td><td>Fire bars + ember fans; smoke layering.</td></tr>
</table>
<h4>Fog</h4>
<p>Low‑lying (glycol/water) at knee height; DMX control; wind fans to shape corridors. Safety: ventilation cycles.</p>
</div>
</div>
<h2>5. Sound Design • Score Cues (Udio‑ready)</h2>
<div class="grid3">
<div class="kv">
<h3>Score Language (never under kills)</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism; early‑DAW (44.1/16), narrow stereo.</li>
<li>Instrumentation: deep analog pulse, thin chorused pad; optional high wire‑shiver.</li>
<li>Tempo: 60–80 BPM; <em>5/4</em> permitted for dread glide.</li>
</ul>
<h4>Udio Trailer Prompt</h4>
<div class="code">15 s micro‑cue • E minor • 5/4 @ 60 BPM • Very low. Deep analog bass pulse + thin chorused pad; 1 s sub‑swell under pause; title hit (sub drop + brief analog chord), then total silence. No drums; –30 to –26 LUFS.</div>
</div>
<div class="kv">
<h3>Diegetic & Design</h3>
<ul class="tight">
<li>Wind through pines shaped to mimic wingbeat envelopes.</li>
<li>Air‑pressure drops before impacts; branch shear; tarp cry; glass creak.</li>
<li>Tinnitus moments post‑attack (L channel bias).</li>
</ul>
</div>
<div class="kv">
<h3>VO/Dialogue Rules</h3>
<ul class="tight">
<li>Natural speech only; no exposition monologues.</li>
<li>Whispers permitted sparingly (e.g., “Don’t move”).</li>
</ul>
</div>
</div>
<h2>6. Creature Engineering • Animatronic Ground Rig</h2>
<div class="grid2">
<div class="kv">
<h3>Mechanics</h3>
<ul class="tight">
<li><strong>Scale:</strong> 10 ft wingspan visual; body mass reads 120–150 lb.</li>
<li><strong>Skeleton:</strong> aluminum/CF hybrid frame; quick‑release bus; sled base under duff.</li>
<li><strong>Actuation:</strong> Pneumatic rams (mantle pops), linear actuators (carpal fan), high‑torque servos (neck yaw/pitch, head ticks). Remote accumulator with safety dump.</li>
<li><strong>Finish:</strong> Nomex/aramid skin, scorched/charred, edge‑glow via embedded LEDs diffused under feather mesh (dmx‑able, <em>no pyros on puppet</em>).</li>
<li><strong>Power/Control:</strong> 24VDC for servos; 12V aux lighting; RF control with kill switch; tether backup.</li>
</ul>
</div>
<div class="kv">
<h3>Performance & Blocking</h3>
<ul class="tight">
<li>Posture: <strong>defensive mantle</strong> — wings forward 30–40°, neck compressed, head low, micro head ticks to re‑acquire target.</li>
<li>Motion beats: loom → freeze → micro tick → collapse. Keep dwell times long.</li>
<li>Ember puff jets (air) trigger on impacts; feather shed minimal.</li>
<li>Operators: lead puppeteer (neck/head), wings (L/R), sled tilt, SFX coordinator for air/embers.</li>
</ul>
</div>
</div>
<h2>7. SFX Fire & Barn Eruption (Hybrid)</h2>
<div class="grid3">
<div class="kv">
<h3>Staging</h3>
<ul class="tight">
<li>Exterior‑facing door eruption using flame bars, propane dragons, ember boxes.</li>
<li>Heat shimmer plates from behind creature silhouette (condor backlight).</li>
<li>Safety: fire marshal, charged water line, 20# ABCs, O2 meters, PPE, no drone during flame.</li>
</ul>
</div>
<div class="kv">
<h3>VFX Interface</h3>
<ul class="tight">
<li>Augment wings only (shimmer, extra span) — maintain silhouette dominance.</li>
<li>Digital ember doubles for continuity between setups.</li>
</ul>
</div>
<div class="kv">
<h3>Alt (No Burn)</h3>
<p>Silhouette rig (backlight + smoke + heat haze) if burn impractical; full CG emergency fallback.</p>
</div>
</div>
<h2>8. VFX / FPV / Aerial Language</h2>
<div class="grid2">
<div class="kv">
<h3>Owl‑POV Plates</h3>
<ul class="tight">
<li>1200 mm from condor; 700–1000 mm cable head glide; FPV pass for dynamic “dive” (no body in frame).</li>
<li>Micro‑yaw programming (2–8°) to simulate head ticks.</li>
<li>Drone/light “shadow gobo” option for implied eclipse; use on separate nights.</li>
</ul>
</div>
<div class="kv">
<h3>Compositing Notes</h3>
<ul class="tight">
<li>Keep blacks rich; introduce heat noise subtly; avoid “CG gloss.”</li>
<li>Never add eyes or feathers in close — maintain absence.</li>
</ul>
</div>
</div>
<h2>9. Editorial Pipeline & Color</h2>
<div class="grid3">
<div class="kv">
<h3>Picture</h3>
<ul class="tight">
<li>Feature capture → log → ACES or custom LUT with cyan‑lean blacks.</li>
<li>Broadcast inserts created from clean HD and down‑rezzed to SD 4:3.</li>
</ul>
</div>
<div class="kv">
<h3>Sound Post</h3>
<ul class="tight">
<li>Stems: D, M, E, plus “air pressure” FX stem.</li>
<li>Finals: 5.1 + stereo; –2 dBFS true‑peak; no brickwall.</li>
</ul>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP (Flat 1.85 or Scope 2.39), 4K/2K SDR masters, trailer masters (15/30), broadcast segments.</li>
</ul>
</div>
</div>
<h2>10. Department Shotlists (Key Sequences)</h2>
<div class="card">
<h3>A) Mason Tower — Shotlist</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>SFX/VFX</th></tr>
<tr><td>A1</td><td>70 mm lock</td><td>Deck tableau; tarp belly once</td><td>Wind, beacon tick</td><td>Fan + fog</td></tr>
<tr><td>A2</td><td>600 mm</td><td>Tarp lane press‑in (unseen mass)</td><td>Rivet cry</td><td>Hidden pull</td></tr>
<tr><td>A3</td><td>70 mm</td><td>Offscreen yank; flashlight pinwheel</td><td>Air shove; breath cut</td><td>Wire pull; no body</td></tr>
</table>
<h3>B) Ruiz Crash Discovery</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Notes</th></tr>
<tr><td>B1</td><td>70 mm</td><td>Truck nose‑down; one headlight; fog</td><td>Wind; steam hiss</td><td>Prac steam pot</td></tr>
<tr><td>B2</td><td>Macro</td><td>Windshield spider; fine blood mist</td><td>Silence</td><td>Sugar glass</td></tr>
<tr><td>B3</td><td>50 mm low</td><td>Distance to two sheets (120–150 yds)</td><td>World hush</td><td>No drag marks; set‑downs</td></tr>
</table>
<h3>C) Final Kill — Empty to Click</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Safety</th></tr>
<tr><td>C1</td><td>70 mm lock</td><td>Full‑body silhouette & mantle (<1s)</td><td>Deep hoot</td><td>Fire line ready</td></tr>
<tr><td>C2</td><td>70 mm</td><td>Measured shots 1–6; silhouette folds</td><td>Gun reports; ember hiss</td><td>Blank chain</td></tr>
<tr><td>C3</td><td>85 mm ins</td><td>Ejection port detail (optional)</td><td>Metal clack</td><td>Eye PPE</td></tr>
<tr><td>C4</td><td>70 mm</td><td>Dry pump: <strong>CLICK</strong>; 2 s hold</td><td>Silence</td><td>Hot/cold call</td></tr>
</table>
</div>
<h2>11. Safety • Weapons • Fire • Night</h2>
<div class="grid3">
<div class="kv">
<h3>Weapons</h3>
<ul class="tight"><li>Weapons master; blanks custody log; hot/cold calls; safe arcs; double ear/eye when firing.</li></ul>
</div>
<div class="kv">
<h3>Fire</h3>
<ul class="tight"><li>Marshal, water line, extinguishers, ember management, O2 monitoring, stop‑work authority.</li></ul>
</div>
<div class="kv">
<h3>Night/Cold</h3>
<ul class="tight"><li>Hypothermia watch; warm tents; fog fluid MSDS; terrain lighting.</li></ul>
</div>
</div>
<h2>12. Scheduling • Locations • Models</h2>
<div class="grid2">
<div class="kv">
<h3>Example 5‑Week Schedule</h3>
<ul class="tight">
<li>W1–2: Town/day interiors; news desk; FR‑12 checkpoint.</li>
<li>W3: Night woods (first/second hunt); super‑tele plates.</li>
<li>W4: Crash tableau; vigil; Colson/parents; convergence.</li>
<li>W5: Barn sequence (2 nights) + Scene 24 dawn.</li>
</ul>
</div>
<div class="kv">
<h3>Budget Models</h3>
<table class="tbl small">
<tr><th>Scenario</th><th>Band</th><th>Days</th><th>Scope</th></tr>
<tr><td>Lean</td><td>$180–300k</td><td>15–18</td><td>Partial barn; crash tableau; one condor night.</td></tr>
<tr><td>Intended</td><td>$450–900k</td><td>22–24</td><td>Hybrid barn; animatronic hero; robust lighting.</td></tr>
<tr><td>Full</td><td>$750k–1.5M</td><td>22–25</td><td>All set‑pieces; post polish; contingency 10–15%.</td></tr>
</table>
</div>
</div>
<h2>13. Marketing • Trailers • Prompts</h2>
<div class="grid2">
<div class="kv">
<h3>Sora — 15s “OWL POV Stalk”</h3>
<div class="code">GLOBAL: 2.39:1; 2003; low fog. Score: dark goth‑outrun E‑min 5/4 @ 60 BPM (very low). 1) 2.2s owl‑POV 700–1000 mm oblique over Liv; micro yaw. 2) 2.0s 1200 mm pause; breath ghosts. 3) 1.8s 700 mm lateral; fog shears then seals. 4) 2.0s 1000 mm drop; whisper “Don’t move.” 5) 3.0s dive impact off‑flank; broken limb drops; tempo surge 1 bar. 6) 4.0s BLACK “OWL” with single title hit; silence.</div>
</div>
<div class="kv">
<h3>Desk‑News Module (15s, SD 4:3)</h3>
<div class="code">Single anchor read: “Both occupants were ejected through the windshield; their bodies were found over 100 yards from the vehicle. Investigators are considering low visibility and possible wildlife crossing. Forest Road Twelve will remain closed during the investigation.”</div>
</div>
</div>
<h2>14. Legal / Clearances / Credits</h2>
<ul class="tight">
<li>Public road permits (or private ranch MOU), fire permit, weapons, drone (no‑flame flights), FAA notification as needed.</li>
<li>Music: original score, full buyout; no library tracks under kills.</li>
<li>End cards: no tagline; just “OWL”.</li>
</ul>
<h2>15. Aerial & Drone Appendix</h2>
<div class="card">
<ul class="tight">
<li><strong>Owl POV</strong> capture priority: condor high‑hat (static tele), cable cam (glide), FPV (dive plates). Avoid rotor wash on fog.</li>
<li><strong>Shadow gobo</strong> (optional): projector or high‑output LED with owl‑outline, flown on separate drone/condor; never during flame; used for stalking passes only.</li>
</ul>
</div>
<h2>16. Wardrobe • Makeup • Blood Rules</h2>
<div class="grid3">
<div class="kv"><h3>Wardrobe</h3><ul class="tight"><li>Muted earth tones; period layers; functional over stylish.</li></ul></div>
<div class="kv"><h3>Makeup</h3><ul class="tight"><li>Cold flush; breath visible (glycerin water on beards optional); minimal FX appliances.</li></ul></div>
<div class="kv"><h3>Blood/Gore</h3><ul class="tight"><li>Implied aftermath; no gore closeups; R rating via intensity, not splatter.</li></ul></div>
</div>
<h2>17. ALT Endings (Non‑primary)</h2>
<ul class="tight">
<li><strong>Halloween Echo:</strong> final ambient shots of empty spaces where violence occurred (no creature), then hard silence. <em>Not canonical; use only if requested.</em></li>
</ul>
<h2>18. Appendix — Script Pages (Sample Excerpts)</h2>
<div class="card"><div class="code">
INT. SURGE TOWER DECK — NIGHT (2003)
Wind presses a tarp lane inward — a shape without a body. Rivets cry. Mason turns — breath visible — then a violent air shove yanks him out of frame. The flashlight pinwheels, beam skates. Silence.
EXT. FOREST ROAD FR‑12 — PRE‑DAWN
Deputies walk the shoulder. The pickup is nose‑down. Windshield blown outward. Far across frosted field: two white sheets. No drag marks. Just distance.
EXT. BARN YARD — NIGHT
A burning mass stutters through the doorway, rimmed in fire. No clean anatomy. The world goes quiet. Liv’s shotgun rises, measured.
EXT. LIV’S PORCH — DAWN
Liv removes the red and green bulbs. Screws in two bright white floods.
She flips the switch. Neutral light. Breath fades.
</div></div>
<h2>19. Broadcast Copy (verbatim, approved)</h2>
<div class="card"><div class="code">“Both occupants were <strong>ejected through the windshield</strong>; <strong>their bodies were found over 100 yards from the vehicle</strong>. Investigators are considering low visibility and possible wildlife crossing. <strong>Forest Road Twelve will remain closed</strong> during the investigation.”</div></div>
<h2>20. Distribution & Festival Strategy (brief)</h2>
<ul class="tight">
<li>Positioning: disciplined natural horror; animatronic credibility; rural realism.</li>
<li>Materials: 15s social teaser (stalk), 30s festival trailer (procedural → rupture), behind‑scenes animatronic featurette.</li>
</ul>
<div class="hr"></div>
<p class="small">This encyclopedic bible merges all prior versions into one deployable reference. Use it as the creative North Star, departmental scope, and pitch packet core.</p>
</div>
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<h1>OWL — DROP-DEAD MASTER BIBLE <span class="badge">2003 • Yuba Ridge • final authority</span></h1>
<p class="small">This single document contains every creative, technical, safety, and delivery instruction needed to realize <em>OWL</em> exactly as intended. If the originator becomes unavailable, this file is sufficient for a qualified team to complete the film.</p>
<div class="toc">
<a href="#nonneg">Non-Negotiables</a>
<a href="#theme">Story & Theme</a>
<a href="#chron">Chronology</a>
<a href="#coldopen">Cold-Open v3 (Ray & Dog)</a>
<a href="#desk">Broadcast Modules</a>
<a href="#chars">Characters</a>
<a href="#director">Director’s Notes</a>
<a href="#dp">DP Visual Bible</a>
<a href="#lighting">Lighting & Fog Engineering</a>
<a href="#sound">Sound/Score Doctrine</a>
<a href="#creature">Creature & Animatronic</a>
<a href="#sfx">SFX/Fire & Crash</a>
<a href="#shotlists">Shotlists (All Anchors)</a>
<a href="#schedule">Schedule & DOOD</a>
<a href="#budget">Budget Models</a>
<a href="#safety">Safety SOPs & Permits</a>
<a href="#edit">Editorial/Color/Delivery</a>
<a href="#prompts">Sora/Udio Prompt Library</a>
<a href="#checklists">Checklists & Risks</a>
</div>
<!-- ===================== 0 NON-NEGOTIABLES ===================== -->
<h2 id="nonneg" class="section">0) Non-Negotiables</h2>
<div class="grid2">
<div class="kv">
<h3>Canon Locks</h3>
<ul class="tight">
<li><b>Year:</b> 2003. No smartphones. News is <b>SD 4:3 desk-only</b>.</li>
<li><b>Unseen killer:</b> the owl is not cleanly shown until the Act III finale; <b>≤4 s total</b> full-owl silhouette across the finale beats.</li>
<li><b>POV/grammar:</b> <b>700–1200 mm</b> overhead “owl POV”; smooth glide with <b>2–8° micro-yaw</b> head-turn ticks; <b>no eyes/no feathers</b> in close.</li>
<li><b>Silence doctrine:</b> <span class="danger">no score</span> during kills or immediate aftermath; fear = <b>air pressure + wind + environment</b>.</li>
<li><b>Low-lying fog</b> at knee height for exterior nights; breath visible in cold.</li>
<li><b>Ending:</b> Liv kills the owl; Scene 24 replaces porch bulbs with <b>white</b>; no sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Absolutes</h3>
<ul class="tight">
<li>Fire marshal + <b>charged water line</b>; gel barriers; O<sub>2</sub> monitoring; exclusion arcs; <b>no drone</b> during live flame.</li>
<li>Armorer controls blanks; hot/cold calls; PPE; safe arcs; minimum distances; on-set muzzle log.</li>
<li>Night: terrain lighting, hypothermia plan, fog MSDS; medic on burn/crash nights.</li>
<li>Animatronic: <b>hard E-stop</b>; no live clamping; pyro-gel on exposed surfaces; operators trained; kill-switch rehearsed.</li>
</ul>
</div>
</div>
<!-- ===================== 1 STORY & THEME ===================== -->
<h2 id="theme" class="section">1) Story & Theme</h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall die, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → Acceptance • Signal vs Silence • Nature’s Indifference vs Human Narrative.</p>
</div>
<div class="kv">
<h3>Rural-Noir Giallo</h3>
<ul class="tight">
<li>Stylized restraint over realism: sodium/halogen/porch gels as <i>airbrush</i>, never candy.</li>
<li>Camera anticipates; humans catch up. Long holds. Dialogue is minimal and natural.</li>
<li>Facts live at the desk; scenes communicate feeling; evidence carries story.</li>
</ul>
</div>
</div>
<!-- ===================== 2 CHRONOLOGY ===================== -->
<h2 id="chron" class="section">2) Chronology (FR-12 placement corrected)</h2>
<div class="card">
<ol>
<li><b>Cold-Open v3:</b> Ray & dog forage; game-cam swap; honest cougar glimpse; “run home”; offscreen shots; return to revolver+trowel & faint oval set-down; <b>no body</b>. Title → desk (no closure mention).</li>
<li><b>Title → Hall Presser:</b> calm optics (“no broader threat”).</li>
<li><b>First night hunt:</b> two locals dead (off/fragmentary). Cougar theory cements.</li>
<li><b>Mason surge tower:</b> tarp press-in; violent air displacement; clinical kill.</li>
<li><b>Ruiz crash discovery:</b> <b>ejected</b> through windshield; bodies <b>120–150 yds</b>; <b>no drag marks</b>; desk IDs (road remains <b>open</b>).</li>
<li><b>Hall crash (two days later):</b> owl-caused chaos; tree impact; desk announces <b>FR-12 closure</b>.</li>
<li><b>Colson escorts Liv post-closure:</b> later the closure blocks Liv’s attempted flight while Colson is out with the hunt.</li>
<li><b>Second hunt wave:</b> three more townsfolk; hysteria rises.</li>
<li><b>Barn prep → eruption:</b> burning screech here only.</li>
<li><b>Final kill:</b> measured shots; <b>CLICK</b> on empty; ≤4 s total full-owl; silence.</li>
<li><b>Scene 24:</b> porch bulbs to white; dawn neutrality.</li>
</ol>
</div>
<!-- ===================== 3 COLD OPEN ===================== -->
<h2 id="coldopen" class="section">3) Cold-Open v3 — “Volunteer Naturalist (Ray & Dog)”</h2>
<div class="grid2">
<div class="kv">
<h3>Beat Outline</h3>
<ol class="tight">
<li>70 mm wide: fog-benched spur; breath.</li>
<li>16/35 mm: truffle trowel → cloth bag; dog noses.</li>
<li>40 mm: game-cam AAs swap; LED red→green; clasp shuts.</li>
<li>Forest hush; dog locks seam.</li>
<li>16 mm: honest <b>cougar</b> silhouette (<1 s); dog barks.</li>
<li>700–1000 mm: “watched” tele-glide; no anatomy.</li>
<li>70 mm tableau: <b>bear</b> non-graphic tears; Ray (under breath) “What the—”.</li>
<li>16 mm: “Run home”; follow dog; <b>two distant shots</b>; <u>no score</u>.</li>
<li>50–70 mm: <b>revolver+trowel</b> on duff; faint <b>oval set-down</b>; <b>no body</b> → Title.</li>
</ol>
</div>
<div class="kv">
<h3>Script (final)</h3>
<div class="code">EXT. SIERRA TIMBER EDGE — PRE-DAWN (2003)
Fog plates the ground. Breath ghosts in the beam. RAY HANLON, late sixties, kneels with a DOG watching.
A TROWEL loosens leaf-duff. A pale TRUFFLE turns in his glove — into a cloth bag.
At a deer path, a CAMO GAME CAMERA opens. AA batteries clack; LED blinks red → green. Clasp shuts. He exhales.
The forest hushes. The dog stares into a seam of black timber.
A COUGAR crests brush — three-quarter silhouette — gone. The dog BARKS, locked in.
Ray draws a REVOLVER; steps slow, breath steady.
A BEAR lies raked open. Not a gore show. Wrong somehow.
RAY (under breath) What the—
OFF, the dog barks.
RAY Go. Home.
The dog bolts. We FOLLOW THE DOG — two beats —
TWO SHOTS crack behind us. Then stillness.
BACK AT THE CLEARING — The REVOLVER and TROWEL on the duff. A flattened oval in leaves. No tracks. No body.
SMASH TO BLACK. TITLE: OWL</div>
</div>
</div>
<!-- ===================== 4 DESK ===================== -->
<h2 id="desk" class="section">4) Broadcast Modules (SD 4:3 desk-only)</h2>
<div class="grid3">
<div class="card"><h3>A) Cold-Open follow-up</h3><p class="small">Dog returned home; investigators consider visibility + wildlife. <b>No road-closure language</b>.</p></div>
<div class="card"><h3>B) Ruiz Identification</h3><p class="small">IDs Jacob (17) & David (23). Ejected; bodies found >100 yds. <b>Road remains open</b>, drivers urged caution after dark.</p></div>
<div class="card"><h3>C) Hall Crash → FR-12 Closure</h3><p class="small">Announces <b>closure effective immediately</b> while both incidents are examined; detours posted.</p></div>
</div>
<!-- ===================== 5 CHARACTERS ===================== -->
<h2 id="chars" class="section">5) Characters</h2>
<div class="grid3">
<div class="kv"><h3>Liv</h3><ul class="tight"><li>Arc: isolation → pattern recognition → tactical control → restoration.</li><li>Behavior: practical, minimal speech, acts into silence.</li></ul></div>
<div class="kv"><h3>Mason</h3><ul class="tight"><li>Ex-firefighter; competent; dies on surge tower (teaches silence grammar).</li></ul></div>
<div class="kv"><h3>Hall → Colson</h3><ul class="tight"><li>Hall frames cougar; dies in crash.</li><li>Colson inherits hunt; <b>escorts Liv post-closure</b>; 3-sec finale look = confusion → acknowledgement → resolution.</li></ul></div>
</div>
<div class="grid2">
<div class="kv"><h3>Ray Hanlon</h3><ul class="tight"><li>Retired CDF captain, volunteer naturalist; truffle forager; game-cam caretaker.</li><li>His absence creates town vacuum; dog triggers search vector.</li></ul></div>
<div class="kv"><h3>Ruiz family</h3><ul class="tight"><li>Grief drives hunt ferocity; desk language tight, factual.</li></ul></div>
</div>
<!-- ===================== 6 DIRECTOR ===================== -->
<h2 id="director" class="section">6) Director’s Notes (Vision & Execution)</h2>
<div class="grid2">
<div class="card"><h3>Philosophy</h3>
<ul class="tight">
<li><b>Predatory camera:</b> frame anticipates; human blocking arrives late.</li>
<li><b>Pace:</b> deliberate dread; never cut faster than a character’s comprehension.</li>
<li><b>Performance:</b> real speech; zero exposition dumps; let evidence speak.</li>
<li><b>Restraint test:</b> if a shot reveals anatomy or feels “cool,” remove it.</li>
</ul></div>
<div class="card"><h3>Scene Intent (beats)</h3>
<ul class="tight">
<li><b>Cold open:</b> routine → vigilance → misread → absence; dog = instinct.</li>
<li><b>Tower:</b> the kill happens <i>to space</i> (tarp press-in).</li>
<li><b>Ruiz:</b> show distance (violence) between truck and bodies.</li>
<li><b>Hall:</b> road + air behave wrong; no hero angles.</li>
<li><b>Finale:</b> silhouette beats; fire is color; cadence ends on <b>CLICK</b>.</li>
<li><b>Scene 24:</b> white equals moral reset; breath fades; wind returns.</li>
</ul></div>
</div>
<div class="card"><h3>Editorial Doctrine</h3><ul class="tight"><li>Cut on <i>vacuum</i> after the event, not on the event.</li><li>Long-take discipline; reaction over action.</li><li>Silence → breath → glance → line.</li></ul></div>
<!-- ===================== 7 DP ===================== -->
<h2 id="dp" class="section">7) DP Visual Bible</h2>
<div class="grid3">
<div class="kv"><h3>Systems & Aspect</h3><ul class="tight">
<li>Super16 (handheld woods); 35mm/digital for 70mm-equiv tableaux.</li>
<li>800–1200 mm stills glass for owl-POV; condor/cable head; FPV dive plates.</li>
<li>Scope 2.39; desk inserts SD 4:3 pillar-boxed.</li>
</ul></div>
<div class="kv"><h3>Movement & Depth</h3><ul class="tight">
<li>Statics → slow push → pan; crane height for POV only; no unmotivated Steadicam.</li>
<li>Fog as depth matte; underexpose 1/3–2/3 stop; allow halogen flare; tele-pans <10°/s with micro oscillation.</li>
</ul></div>
<div class="kv"><h3>Grade Targets</h3><ul class="tight">
<li><i>The Pledge</i> — Sierra tonality.</li>
<li><i>Zodiac</i> — sodium realism.</li>
<li><i>The Witch</i> — cold daylight sans candy blue.</li>
</ul></div>
</div>
<div class="card"><h3>Sequence Lens Plans</h3>
<ul class="tight">
<li><b>Cold open:</b> 16/35 (hands/dog), 40 (game-cam), 70 (tableaux), 800 (POV plates).</li>
<li><b>Mason tower:</b> 40 (deck), 70 (tableau), 600 (tarp press-in).</li>
<li><b>Ruiz:</b> 70 tableau; macro spider; 50 low on set-downs.</li>
<li><b>Hall:</b> 70 exterior; 50 rear; impact = space event; siren chirp dies.</li>
<li><b>Finale:</b> 70 tableau; 50 medium; 135 ember detail; silhouette beats only.</li>
</ul>
</div>
<!-- ===================== 8 LIGHTING & FOG ===================== -->
<h2 id="lighting" class="section">8) Lighting & Fog Engineering</h2>
<div class="grid3">
<div class="kv"><h3>Kelvin Map</h3>
<table>
<thead><tr><th>Source</th><th>K</th><th>Use</th></tr></thead>
<tbody>
<tr><td>Sodium pools</td><td>2000–2500</td><td>two-lane islands; depth anchors</td></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>period beams; fog flare</td></tr>
<tr><td>Porch floods (R/G)</td><td>2700 base</td><td>motif; finale rim; use sparingly</td></tr>
<tr><td>LED search</td><td>7000–8000</td><td>hunt beams; cold cones</td></tr>
<tr><td>Fire core</td><td>1800–2000</td><td>Act III rupture</td></tr>
</tbody>
</table>
</div>
<div class="kv"><h3>Fog Corridors</h3><ul class="tight">
<li>Glycol low-fog; DMX fan lanes at 30 ft; vent every 20 min; warm tents on standby.</li>
<li>Keep knee-height density; clear upper air for silhouettes; avoid rotor wash.</li>
</ul></div>
<div class="kv"><h3>Night Unit</h3><ul class="tight">
<li>Dimmable sodium; LED-gelled halogen with ND scrims; practicals 1800–3200 K.</li>
<li>Finale: 2× Dragon heads + 1× Firefly + 3× ember fans; condor backlight for heat plates.</li>
</ul></div>
</div>
<!-- ===================== 9 SOUND ===================== -->
<h2 id="sound" class="section">9) Sound & Score (2003)</h2>
<div class="grid2">
<div class="kv"><h3>Design Palette</h3><ul class="tight">
<li>Air-pressure dips; needle hiss; branch shear; tarp strain; glass creak; seatbelt ping; wind like breathing.</li>
<li>Tinnitus (L-bias) post impact, decaying to bed.</li>
<li>Owl vocal: burning screech (barn), deep hoot (pre-kill) — otherwise mute.</li>
</ul></div>
<div class="kv"><h3>Score</h3><ul class="tight">
<li>Dark goth-outrun minimalism; early-DAW 44.1/16 texture; narrow stereo.</li>
<li><i>Shockwave</i> motif: concussive bloom → heartbeat pulse → airy metallic tail.</li>
<li><b>Never</b> under kills/aftermath; teasers/title micro gestures allowed.</li>
</ul></div>
</div>
<!-- ===================== 10 CREATURE ===================== -->
<h2 id="creature" class="section">10) Creature & Animatronic</h2>
<div class="grid2">
<div class="kv"><h3>On-Screen Rules</h3><ul class="tight">
<li>Mass implied via <b>set-downs</b> (no drag) + air events; skull/rib crush never shown directly.</li>
<li>Defensive mantle for ground beats; matte dark; <b>no eye-glow</b>.</li>
<li>Full-owl visibility ≤4 s total in Act III; silhouette dominance.</li>
</ul></div>
<div class="kv"><h3>Hero Ground Rig (BOM/Control)</h3>
<div class="code">FRAME: Al/CF hybrid; quick-release bus; base sled + tilt 5–7°
WINGS: scapula lift + elbow fold + carpal fan (linear actuators + nylon linkages)
HEAD/NECK: servo/belt (yaw/pitch), micro-tick program
POWER: 24VDC servos; 12V LED ember rim (dmx-able); pneumatic accumulator + regulator; E-STOP → vent
SKIN: Nomex/aramid mesh; char finish; ember LEDs under feather mesh
OPS: Lead puppeteer (neck/head); L/R wings; sled tilt; SFX coordinator (air/embers); AD calls “safe” windows</div>
</div>
</div>
<!-- ===================== 11 SFX ===================== -->
<h2 id="sfx" class="section">11) SFX / Fire & Crash</h2>
<div class="grid3">
<div class="kv"><h3>Barn Eruption</h3><ul class="tight">
<li><b>Hybrid (preferred):</b> practical torso burst; VFX extends wings; capture heat-shimmer & ember plates.</li>
<li>Fallback: silhouette rig (condor outline + smoke + heat haze) if flame curtailed.</li>
</ul></div>
<div class="kv"><h3>Crash Tableau</h3><ul class="tight">
<li>Hall: staged <b>post-impact</b> (sugar glass spider, steam pot, lightbar spin); no moving metal stunts.</li>
</ul></div>
<div class="kv"><h3>Cougar/Bear</h3><ul class="tight">
<li>Cougar: trained trench pass <1 s or one-shot comp; honest silhouette.</li>
<li>Bear: non-graphic rake tears; no gore linger.</li>
</ul></div>
</div>
<!-- ===================== 12 SHOTLISTS ===================== -->
<h2 id="shotlists" class="section">12) Shotlists — All Anchors (department-ready)</h2>
<div class="card">
<div class="code">COLD OPEN — VOLUNTEER NATURALIST
CO-1 70 lock — Ray & Dog approach; knee-fog; breath.
CO-2 16 HH — Truffle routine (hands/dog); cloth bag; minor macro inserts.
CO-3 40 lock — Game-cam swap: AAs; red→green; clasp; breath plume.
CO-4 16 HH — Cougar ¾ silhouette (<1 s); dog barks; no flourish.
CO-5 800 POV — Lateral tele glide; micro-yaw; no anatomy; very low pulse only.
CO-6 70 table — Bear tableau; "What the—"; dog barks off.
CO-7 16 HH — "Run home"; FOLLOW DOG; two distant shots; SCORE OFF.
CO-8 50–70 — Revolver + trowel; faint oval set-down; NO BODY → Title.
MASON — SURGE TOWER
MT-1 70 lock — Deck tableau; tarp belly; wind; beacon tick.
MT-2 600 ins — Tarp lane press-in (invisible body); rivets cry.
MT-3 70 lock — Offscreen yank; flashlight pinwheel; breath stops; NO SCORE.
RUIZ DISCOVERY
RZ-1 70 table — Truck nose-down; one headlight; frost; fog.
RZ-2 Macro — Windshield spider; fine blood mist in cracks (non-graphic).
RZ-3 50 low — Distance to two sheets 120–150 yds; set-down ovals; NO DRAG.
HALL CRASH
HC-1 Dash prof — Canopy shadows; radio murmur; steady pace.
HC-2 70 ext — Down-rush; cruiser departs frame; tree impact; THUD.
HC-3 50 rear — Lightbar spin; siren chirp dies; steam pot.
FINALE — EMPTY TO CLICK
FN-1 70 lock — Full-owl silhouette mantle (<1.5 s); deep hoot.
FN-2 70 lock — Shots 1–6 measured; silhouette folds; embers fall.
FN-3 85 insert — Ejection port detail (optional).
FN-4 70 lock — Dry pump CLICK; 2 s hold; wind returns; NO SCORE.</div>
</div>
<!-- ===================== 13 SCHEDULE ===================== -->
<h2 id="schedule" class="section">13) Schedule & DOOD (example 22–24 days)</h2>
<div class="grid2">
<div class="kv"><h3>Week Blocks</h3><ul class="tight">
<li><b>W1–W2 (Day):</b> town/interiors; desk modules; FR-12 optics (open state).</li>
<li><b>W3 (Night):</b> woods + cold-open plates; first hunt; tower unit.</li>
<li><b>W4 (Day/Night):</b> Ruiz tableau + IDs; Hall crash tableau; FR-12 closure desk.</li>
<li><b>W5 (Night):</b> barn prep + eruption (2 nights staggered) + finale + Scene 24 dawn.</li>
</ul></div>
<div class="kv"><h3>DOOD (sample)</h3>
<div class="code">CAST | W1 | W2 | W3 | W4 | W5
Liv | D | D | NS | NS | DS
Mason | D | - | - | - | -
Hall | - | D | NS | NS | -
Colson| - | D | - | NS | -
Ray | D | - | NS | - | -
Owl | - | - | - | - | NS
Barn SFX | - | - | - | NS | NS</div>
</div>
</div>
<!-- ===================== 14 BUDGET ===================== -->
<h2 id="budget" class="section">14) Budget Models (directional)</h2>
<table>
<thead><tr><th>Scenario</th><th>Band</th><th>Days</th><th>Scope</th><th>Notes</th></tr></thead>
<tbody>
<tr><td>Lean</td><td>$180–300k</td><td>15–18</td><td>Partial barn; crash tableau; private road optics; one condor night</td><td>Minimal VFX; silhouette heavy</td></tr>
<tr><td>Intended</td><td>$450–900k</td><td>22–24</td><td>Hybrid barn; animatronic hero; FPV/condor plates; robust night G&E</td><td><b>Recommended</b></td></tr>
<tr><td>Full</td><td>$750k–1.5M</td><td>22–25</td><td>All set-pieces; extended post polish</td><td>Festival + streamer ready</td></tr>
</tbody>
</table>
<!-- ===================== 15 SAFETY ===================== -->
<h2 id="safety" class="section">15) Safety SOPs & Permits</h2>
<div class="grid3">
<div class="kv"><h3>Weapons</h3><ul class="tight">
<li>Blanks custody log; hot/cold calls; PPE; safe arcs; barrel inspection; no dry-fire toward lens.</li>
</ul></div>
<div class="kv"><h3>Fire</h3><ul class="tight">
<li>Marshal; charged 1.5″ line; gel barriers; IR checks; exclusion arcs; stop-work authority; no drone in flame.</li>
</ul></div>
<div class="kv"><h3>Permits/Insurance</h3><ul class="tight">
<li>GL, Auto, Workers’ Comp, Drone rider (non-flame), Pyro rider, Stunts rider; private road MOU; LE liaison; blank discharge approval.</li>
</ul></div>
</div>
<!-- ===================== 16 EDIT/DELIVERY ===================== -->
<h2 id="edit" class="section">16) Editorial, Color & Delivery</h2>
<div class="grid2">
<div class="kv"><h3>Pipeline</h3><ul class="tight">
<li>Proxies ProRes 422 LT → conform → ACEScct; cyan-lean blacks; restrained contrast; title card gate flutter allowed.</li>
<li>Stems: Dialogue / Atmos / FX / Air Pressure / Score; true-peak −2 dBFS; keep dynamic range.</li>
</ul></div>
<div class="kv"><h3>Deliverables</h3><ul class="tight">
<li>4K/2K Scope masters, DCP, 5.1 + 2.0, M&E, CC/AD, broadcast SD 4:3 desk inserts, trailer 15s/30s, BTS animatronic featurette.</li>
</ul></div>
</div>
<!-- ===================== 17 PROMPTS ===================== -->
<h2 id="prompts" class="section">17) Sora & Udio Prompt Library</h2>
<div class="grid2">
<div class="kv"><h3>15s OWL-POV Stalk (Sora)</h3><div class="code">GLOBAL: 2.39:1; 2003; knee-fog; very low E-min 5/4 @ 60 BPM (no drums).
1) 2.2s 700–1000 mm oblique; micro-yaw. 2) 2.0s 1200 mm pause; breath ghosts.
3) 1.8s 700 mm lateral; fog shears reseals. 4) 2.0s 1000 mm drop; whisper “Don’t move.”
5) 3.0s dive impact off-flank; broken limb drops; single-bar tempo surge. 6) 4.0s BLACK “OWL”; single title hit → silence.</div></div>
<div class="kv"><h3>Udio 15s Micro-Cue</h3><div class="code">E-minor • 5/4 • 60 BPM • very low • early-DAW 44.1/16
Deep analog pulse + thin chorused pad; 1 s sub-swell pre-title; single title hit → absolute silence. NO score under kills; −30 to −26 LUFS.</div></div>
</div>
<!-- ===================== 18 CHECKLISTS ===================== -->
<h2 id="checklists" class="section">18) Checklists & Risks</h2>
<div class="grid3">
<div class="kv"><h3>Picture Day</h3><ul class="tight"><li>LUT/intent loaded; fog lanes plotted; armorer + marshal briefings; HDRI/heat plates scheduled.</li></ul></div>
<div class="kv"><h3>Fire Night</h3><ul class="tight"><li>Water line charged; O<sub>2</sub> meter; gel barriers; puppet E-stop tested; exclusion arcs; stop-work authority in call sheet.</li></ul></div>
<div class="kv"><h3>Risk → Mitigation</h3><ul class="tight">
<li>No fog? Use wind + particulate + exposure bloom; minimal CG plates in DI.</li>
<li>No snow? Use frost + breath; hero sled snow for tight inserts only.</li>
<li>Fire canceled? Silhouette rig + smoke + heat haze + embers; wings augmented in comp.</li>
</ul></div>
</div>
<div class="rule"></div>
<p class="small"><b>Rule of thumb:</b> when in doubt, choose <b>silence</b>, choose the <b>long hold</b>, and keep the owl as <b>mass + wind</b> until the final four seconds.</p>
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<span class="small muted">Compiled: 2025-10-19 17:27 UTC • This build is self‑contained.</span>
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<header>
<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Compiled 2025-10-19 17:27 UTC • EXTENDED</span></h1>
<p class="small">This is the <strong>authoritative, do‑or‑die blueprint</strong> for making <em>OWL</em> exactly as intended if the originator is unavailable.
It merges creative vision, biological realism, cinematography, sound, SFX/VFX, safety, schedule, budget, legal, delivery, and contingency plans.
Follow the <strong>Non‑Negotiables</strong>, then execute section‑by‑section.</p>
<div class="badges"><span class="tag">Scope 2.39</span><span class="tag">Night‑heavy</span><span class="tag">Telephoto grammar</span><span class="tag">Low‑lying fog</span><span class="tag">No creature music</span></div>
</header>
<!-- 0 -->
<section id="sec-0">
<h2>0) Non‑Negotiables (Read First) <a class="anchor" href="#sec-0">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Creative Absolutes</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003. No smartphones. SD 4:3 broadcast inserts only.</li>
<li><strong>Creature visibility:</strong> no clean reveal until final kill; ≤ <strong>4 seconds</strong> cumulative full‑owl silhouette across Act III finale.</li>
<li><strong>Owl POV grammar:</strong> 700–1200 mm super‑telephoto from above; micro‑yaw head‑turn ticks; no feathers/eyes in frame.</li>
<li><strong>Silence strategy:</strong> <u>no music under kills.</u> Fear is built with <em>air pressure, wind, creaks, glass</em>.</li>
<li><strong>Low‑lying fog:</strong> knee‑height in exterior night sequences; it is part of the language.</li>
<li><strong>Ending:</strong> Liv kills the owl; Scene 24 swaps porch bulbs to <u>white</u>. No sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Absolutes</h3>
<ul class="tight">
<li><strong>Fire:</strong> marshal present; charged water line; ember control; O₂ monitoring; no drone during open flame.</li>
<li><strong>Weapons:</strong> armorer controls blanks; hot/cold calls each take; eye/ear PPE; minimum distances.</li>
<li><strong>Night:</strong> terrain lighting, hypothermia plan, fog MSDS, EMS on burn/crash nights.</li>
<li><strong>Animatronic:</strong> hard E‑stop; no live clamping on humans; pyro‑gelled surfaces; exclusion arcs.</li>
</ul>
</div>
</div>
<aside class="callout small"><strong>How to use this bible:</strong> skim the TOC, then work sections in order. Checkboxes persist locally. Use the <em>One‑Day Salvage</em> (§39) if schedule collapses.</aside>
</section>
<!-- 1 -->
<section id="sec-1">
<h2>1) Story • Theme • Tone <a class="anchor" href="#sec-1">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → Acceptance • Signal vs Silence • Nature’s Indifference vs Human Narrative.</p>
<h3>Rating</h3><p>Primary: R (intensity, aftermath). PG‑13 protection path defined in §17.</p>
</div>
<div class="kv">
<h3>Tonal Nails</h3>
<ul class="tight">
<li><strong>Rural giallo:</strong> stylized restraint; color as airbrush (sodium/halogen/porch‑gel), never candy.</li>
<li><strong>Documentary physicality:</strong> breath visible; fog; wind; weight on ground.</li>
<li><strong>Understatement:</strong> minimal dialogue; no exposition monologues; news desk handles facts.</li>
</ul>
</div>
</div>
</section>
<!-- 2 -->
<section id="sec-2">
<h2>2) Characters & Relationships <a class="anchor" href="#sec-2">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv — Final Protagonist</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → plain restoration.</li>
<li>Competence: makes patterns; improvises cleanly; no speeches.</li>
<li>Key moments: Scene 24 bulbs; Final kill cadence; quiet plan montage.</li>
<li>Wardrobe: work jacket, thermal, 2003 boots; neutral earth tones.</li>
</ul>
</div>
<div class="kv">
<h3>Mason — Act I POV</h3>
<ul class="tight">
<li>Ex‑firefighter; reliable; skeptical; dies <em>on tower</em> confirming invisible threat grammar.</li>
<li>Wardrobe/props: utility jacket; belt radio; keys; Maglite; harness.</li>
</ul>
</div>
<div class="kv">
<h3>Hall • Colson • Ruiz Family</h3>
<ul class="tight">
<li><strong>Hall:</strong> overconfident sheriff; dies in crash (owl‑caused chaos).</li>
<li><strong>Colson:</strong> inherits cougar hunt B‑story; escorts Liv past FR‑12 closure; sees dead owl at end—3‑sec look: confusion→acknowledgement→resolution.</li>
<li><strong>Ruiz parents:</strong> grief → vengeance; fuel town hunt ferocity. Sons: Jacob 17, David 23.</li>
</ul>
</div>
</div>
</section>
<!-- 3 -->
<section id="sec-3">
<h2>3) Chronology • Beat Sheet • Page Targets <a class="anchor" href="#sec-3">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Act</th><th>Seq#</th><th>Title</th><th>Pages</th><th>Minutes</th><th>Purpose</th></tr>
<tr><td>I</td><td>1</td><td>Cold Open — The Wrong Cat</td><td>1–4</td><td>3–4</td><td>Establish misread (cougar); physical aftermath language.</td></tr>
<tr><td>I</td><td>2</td><td>Mason’s World</td><td>5–12</td><td>7–8</td><td>Normal; competence; skepticism.</td></tr>
<tr><td>I</td><td>3</td><td>First Night Hunt (2 kills)</td><td>13–20</td><td>7–8</td><td>Escalation; terror grammar.</td></tr>
<tr><td>I</td><td>4</td><td>Surge Tower — Mason</td><td>21–25</td><td>4–5</td><td>Kill; silence under impact; POV absence.</td></tr>
<tr><td>II</td><td>5</td><td>Public Pressure</td><td>26–29</td><td>3</td><td>Groupthink; cougar locked.</td></tr>
<tr><td>II</td><td>6</td><td>Ruiz Crash Discovery</td><td>30–36</td><td>6</td><td>Forensics: ejected, 120–150 yds, no drag.</td></tr>
<tr><td>II</td><td>7</td><td>Desk News — FR‑12 Closed</td><td>37–38</td><td>1</td><td>In‑universe facts; 2003 SD look.</td></tr>
<tr><td>II</td><td>8</td><td>Colson & Ruiz Parents</td><td>39–44</td><td>5</td><td>Vengeance fuel; stakes raise.</td></tr>
<tr><td>II</td><td>9</td><td>Owl‑POV Stalks Liv</td><td>45–52</td><td>7</td><td>Predator distance; zero anatomy.</td></tr>
<tr><td>II</td><td>10</td><td>FR‑12 Escort</td><td>53–56</td><td>3</td><td>Logistics; later barrier to escape.</td></tr>
<tr><td>II</td><td>11</td><td>Second Hunt Wave (3 kills)</td><td>57–66</td><td>9</td><td>Pressure; town empties.</td></tr>
<tr><td>III</td><td>12</td><td>Barn Prep</td><td>67–72</td><td>5</td><td>Plan; quiet; geometry of trap.</td></tr>
<tr><td>III</td><td>13</td><td>Barn Eruption</td><td>73–77</td><td>4</td><td>Burning screech once; silhouette mass.</td></tr>
<tr><td>III</td><td>14</td><td>Final Kill — Empty to Click</td><td>78–85</td><td>7</td><td>Payoff; ≤4 s full‑owl; silence.</td></tr>
<tr><td>III</td><td>15</td><td>Scene 24 — Restoration</td><td>86–90</td><td>4</td><td>Giallo off‑switch; dawn neutrality.</td></tr>
</table>
</div>
</section>
<!-- 4 -->
<section id="sec-4">
<h2>4) Locations • Diagrams • Vantage Plans <a class="anchor" href="#sec-4">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Ridge / Trailhead (Night)</h3>
<div class="diagram"> [North]
Pines Pines
┌──────────┬──────────┐
│ Fog Corr│ Fog Corr│ ← low-lying fog lanes
│ │ │
│ (A) │ (B) │ (A) search line path
└──────────┴──────────┘
Road FR‑12 → cones → Sheriff checkpoint (private road set)
</div>
<p class="small">Telephoto overhead positions on condor at (A) and (B). Avoid rotor wash in fog corridors.</p>
</div>
<div class="kv">
<h3>Liv House / Barn</h3>
<div class="diagram">House —— 40m —— Barn
[Porch floods (R/G)] [Door facing field]
Field (final tableau)
Fog line across lower third →→→</div>
<p class="small">Finale back‑rim from porch gels; fire spill from barn; field for 70 mm tableau.</p>
</div>
</div>
</section>
<!-- 5 -->
<section id="sec-5">
<h2>5) Visual Grammar (DP Bible) <a class="anchor" href="#sec-5">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Lenses & Filters</h3>
<ul class="tight">
<li>16/25/28/35 for proximity woods; 40 for interiors; 70 locked dread; 700–1200 for owl POV.</li>
<li>Filtration: 1/8–1/4 BPM for bloom; ND stacks for night car; polarizer sparingly.</li>
<li>Grain: film emu post; add subtle gate flutter on title cards.</li>
</ul>
</div>
<div class="kv">
<h3>Lighting Map</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>Hard cones; fog flare; period correct.</td></tr>
<tr><td>Sodium pools</td><td>2000–2500</td><td>Roadside; keep cyan blacks in grade.</td></tr>
<tr><td>Porch floods</td><td>2700 + R/G</td><td>Feature motif; minimal in marketing.</td></tr>
<tr><td>Fire spill</td><td>1800–2000</td><td>Finale; ember bokeh; heat haze plates.</td></tr>
</table>
</div>
<div class="kv">
<h3>Composition Rules</h3>
<ul class="tight">
<li>Subjects small in frame; horizon low; canopy heavy.</li>
<li>Hold until “air event,” then cut. No shock zooms.</li>
<li>Owl POV moves = smooth glide + <em>micro yaws</em> (2–8°) like head ticks.</li>
</ul>
</div>
</div>
</section>
<!-- 6 -->
<section id="sec-6">
<h2>6) Sound Design • Mix Targets <a class="anchor" href="#sec-6">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; needle hiss; branch shear; tarp cry; glass creak; seatbelt “ping.”</li>
<li>Tinnitus (L bias) post‑impact; collapses to wind bed.</li>
<li><strong>No creature vocal</strong> except burning screech and final deep hoot.</li>
</ul>
</div>
<div class="kv">
<h3>Mix & Loudness</h3>
<ul class="tight">
<li>Trailers: −30 to −26 LUFS; Feature reels: dialogue anchor at −24 LKFS ±2.</li>
<li>True peak: −2 dBFS; no brickwall; dynamic range preserved.</li>
</ul>
</div>
<div class="kv">
<h3>Score Doctrine (2003)</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism; early‑DAW 44.1/16 texture; narrow stereo.</li>
<li>Instrumentation: deep analog pulse + thin chorused pad; no drums under narrative; absolutely none under kills.</li>
</ul>
</div>
</div>
</section>
<!-- 7 -->
<section id="sec-7">
<h2>7) Creature • Behavior • Engineering <a class="anchor" href="#sec-7">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>On‑Screen Biology</h3>
<ul class="tight">
<li>Implied mass sufficient to lift a human briefly; evidence = <strong>set‑downs</strong> without drag.</li>
<li>Threat display = <strong>defensive mantle</strong>: wings forward 30–40°, back broad, head low.</li>
<li>Color: dark matte; char edges; <em>no eye glow</em>.</li>
</ul>
</div>
<div class="kv">
<h3>Hero Animatronic (Ground Kill)</h3>
<ul class="tight">
<li>10 ft wingspan visual. Torso/legs puppet; mantling wing frames with carpal fan.</li>
<li>Actuation: pneumatics (mantle pop), linear actuators (fan), servos (head/neck). Remote accumulator; E‑stop vents.</li>
<li>Skin: Nomex/aramid; char finish; LED ember edge under mesh (dmx‑able).</li>
<li>Base: low sled under duff/snow; tilt 5–7°; hidden outriggers.</li>
</ul>
</div>
</div>
</section>
<!-- 8 -->
<section id="sec-8">
<h2>8) SFX Fire • Barn • Ember Logistics <a class="anchor" href="#sec-8">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Hybrid Plan (Preferred)</h3>
<ul class="tight">
<li>Partial interior flame bars; ember boxes behind door; practical torso burst.</li>
<li>Silhouette emphasis; VFX augments wings only.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Protocols</h3>
<ul class="tight">
<li>Marshal; charged 1.5″ line; gel barriers; no overhead flame on puppet.</li>
<li>Exclusion zones; stop‑work authority; IR thermometer checks.</li>
</ul>
</div>
<div class="kv">
<h3>Plates to Capture</h3>
<ul class="tight">
<li>Clean fire wall; ember passes; smoke-black plates; empty field after action; HDRI of flame field.</li>
</ul>
</div>
</div>
</section>
<!-- 9 -->
<section id="sec-9">
<h2>9) VFX • Aerial • Shadow <a class="anchor" href="#sec-9">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Owl‑POV Capture</h3>
<ul class="tight">
<li>Condor high‑hat 1200 mm static; cable glide 700–1000 mm; FPV for dive plate (<em>no creature</em>).</li>
<li>Micro‑yaw programming; parallax flattening; fog shears.</li>
</ul>
</div>
<div class="kv">
<h3>Shadow Gobo (Optional)</h3>
<ul class="tight">
<li>Projector with owl‑outline; separate night; never during flame; used for stalking passes only.</li>
</ul>
</div>
</div>
</section>
<!-- 10 -->
<section id="sec-10">
<h2>10) Editorial • Color • Data <a class="anchor" href="#sec-10">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Pipeline</h3>
<ul class="tight">
<li>Ingest → checksum → proxies (ProRes 422 LT) → offline → conform → ACEScct grade (cyan‑lean blacks).</li>
<li>Broadcast inserts made HD→SD down‑rez to SD 4:3 with light CRT curvature.</li>
</ul>
</div>
<div class="kv">
<h3>Naming & Folders</h3>
<div class="code">/OWL/PROD/{date}/CAM/A001_####.mov
/OWL/AUDIO/PROD/DAY03/BWF/A003_####.wav
/OWL/VFX/PLATES/SC014/OWL_SC014_PLATE_001.exr
/OWL/EDL/REELS/R02_OWL_FINEDL_v###.edl</div>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP (Scope 2.39); 4K/2K SDR ProRes; 5.1 + 2.0; M&E; CC; AD; poster stills (70 mm frames).</li>
</ul>
</div>
</div>
</section>
<!-- 11 -->
<section id="sec-11">
<h2>11) Department Shotlists <a class="anchor" href="#sec-11">#</a></h2>
<div class="card">
<h3>A) Mason Tower</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>SFX/VFX</th></tr>
<tr><td>1</td><td>70 mm lock</td><td>Deck tableau; tarp belly</td><td>Beacon tick; wind</td><td>Fan; fog</td></tr>
<tr><td>2</td><td>600 mm</td><td>Tarp lane press‑in</td><td>Rivets cry</td><td>Hidden pull</td></tr>
<tr><td>3</td><td>70 mm</td><td>Offscreen yank; flashlight pinwheel</td><td>Air shove</td><td>Wire; no body</td></tr>
</table>
<h3>B) Hall Crash</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Notes</th></tr>
<tr><td>1</td><td>Dash profile</td><td>Canopy shadows; radio murmur</td><td>Road hiss</td><td>Lightbar off</td></tr>
<tr><td>2</td><td>70 mm ext</td><td>Down‑rush; cruiser exits; tree impact</td><td>THUD</td><td>No moving metal stunts</td></tr>
<tr><td>3</td><td>Rear 50 mm</td><td>Lightbar reflections spin</td><td>Siren chirp dies</td><td>Steam pot</td></tr>
</table>
<h3>C) Final Kill — Empty to Click</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Safety</th></tr>
<tr><td>1</td><td>70 mm lock</td><td>Full‑owl silhouette mantle (<1.5 s)</td><td>Deep hoot</td><td>Fire line</td></tr>
<tr><td>2</td><td>70 mm</td><td>Shots 1–6 measured; silhouette folds</td><td>Reports; ember hiss</td><td>Armorer</td></tr>
<tr><td>3</td><td>85 mm ins</td><td>Ejection port detail</td><td>Metal clack</td><td>PPE</td></tr>
<tr><td>4</td><td>70 mm</td><td>Dry pump CLICK; 2 s hold</td><td>Silence</td><td>Cold call</td></tr>
</table>
</div>
</section>
<!-- 12 -->
<section id="sec-12">
<h2>12) Continuity • 2003 Forensics • No‑Drag Rule <a class="anchor" href="#sec-12">#</a></h2>
<ul class="tight">
<li><strong>Ruiz crash:</strong> windshield blown outward; bodies 120–150 yds; field shows <em>oval set‑downs</em>; <u>no drag marks</u>.</li>
<li><strong>Liv house:</strong> porch bulbs red/green present; Scene 24 replaced with white.</li>
<li><strong>Hunt lines:</strong> red/green flashlights allowed (in‑world buys from holiday stock).</li>
</ul>
</section>
<!-- 13 -->
<section id="sec-13">
<h2>13) Safety • Legal • Insurance <a class="anchor" href="#sec-13">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Insurance</h3><ul class="tight"><li>GL, Auto, Workers’ Comp, Drone rider (non‑flame), Pyro rider, Stunts rider.</li></ul></div>
<div class="kv"><h3>Permits</h3><ul class="tight"><li>Private road MOUs; fire permit; weapons discharge; law‑enforcement presence.</li></ul></div>
<div class="kv"><h3>ICS Basics</h3><ul class="tight"><li>AD runs set ICS; Safety Officer with stop‑work power; marshals briefed daily.</li></ul></div>
</div>
</section>
<!-- 14 -->
<section id="sec-14">
<h2>14) Schedule • Day‑out‑of‑Days (sample) <a class="anchor" href="#sec-14">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Asset/Cast</th><th>W1</th><th>W2</th><th>W3</th><th>W4</th><th>W5</th></tr>
<tr><td>Liv</td><td>SW</td><td>SW</td><td>NS</td><td>NS</td><td>DS</td></tr>
<tr><td>Mason</td><td>SW</td><td>—</td><td>—</td><td>—</td><td>—</td></tr>
<tr><td>Colson</td><td>—</td><td>SD</td><td>NS</td><td>—</td><td>—</td></tr>
<tr><td>Animatronic Owl</td><td>—</td><td>—</td><td>—</td><td>—</td><td>NS</td></tr>
<tr><td>Barn SFX Package</td><td>—</td><td>—</td><td>—</td><td>NS</td><td>NS</td></tr>
</table>
<p class="small">Legend: S=Shoot, W=Weekday, D=Day, N=Night.</p>
</div>
</section>
<!-- 15 -->
<section id="sec-15">
<h2>15) Budget Bands • What You Get <a class="anchor" href="#sec-15">#</a></h2>
<table class="tbl small">
<tr><th>Scenario</th><th>Band</th><th>Days</th><th>Scope</th><th>Notes</th></tr>
<tr><td>Lean</td><td>$180–300k</td><td>15–18</td><td>Partial barn; crash tableau; private road optics; one condor shadow night.</td><td>Keep owl silhouette; minimize VFX.</td></tr>
<tr><td>Intended</td><td>$450–900k</td><td>22–24</td><td>Hybrid barn; FPV/condor plates; animatronic hero; robust night G&E.</td><td>Recommended.</td></tr>
<tr><td>Full</td><td>$750k–1.5M</td><td>22–25</td><td>All set‑pieces; extended post polish.</td><td>Festival + streamer ready.</td></tr>
</table>
</section>
<!-- 16 -->
<section id="sec-16">
<h2>16) Marketing • Trailers (Sora/Udio) <a class="anchor" href="#sec-16">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>OWL POV Stalk — 15s (Sora)</h3>
<div class="code">GLOBAL: 2.39:1; 2003; low fog; dark goth‑outrun E‑min 5/4 @ 60 BPM (very low). SHOT 1–6 per previous storyboard (see Bible §9). No creature shown.</div>
</div>
<div class="kv">
<h3>Udio Micro‑Cue</h3>
<div class="code">15 s • E‑minor • 5/4 • 60 BPM • Deep analog pulse + thin chorused pad, very low; one 1 s sub‑swell under pause; single title hit, then total silence. No drums.</div>
</div>
</div>
</section>
<!-- 17 -->
<section id="sec-17">
<h2>17) PG‑13 Protection Path <a class="anchor" href="#sec-17">#</a></h2>
<ul class="tight">
<li>Hold impacts offscreen; increase aftermath silence; replace blood mist macro with cracked glass only.</li>
<li>Keep full‑owl total ≤3 s if necessary; no gore inserts.</li>
</ul>
</section>
<!-- 18 -->
<section id="sec-18">
<h2>18) Failure Modes • Fallback Plans <a class="anchor" href="#sec-18">#</a></h2>
<ul class="tight">
<li><strong>No fog?</strong> Use wind + particulate + exposure bloom; add minimal CG fog plates later.</li>
<li><strong>No snow?</strong> Restrict to frost + breath; snow only in tight hero inserts manufactured on sleds.</li>
<li><strong>Fire canceled?</strong> Run silhouette rig + smoke + heat haze + ember fans; CG augment only for plume.</li>
</ul>
</section>
<!-- 19 -->
<section id="sec-19">
<h2>19) Script Excerpts (Approved Tone) <a class="anchor" href="#sec-19">#</a></h2>
<div class="card"><div class="code">
EXT. WOODS — NIGHT
Two beams sweep. Fog plates the ground. One beam stops, pinned by nothing the eye can hold.
INT. TRUCK CAB — NIGHT
The windshield flexes. Hairline frost explodes to a spider. A single THUD. The cabin rocks. Airbag dust floats.
EXT. FIELD — NIGHT
The bird is only mass and heat and the world folding around it. Liv breathes once. Then the gun speaks in measured time.
</div></div>
</section>
<!-- 20 -->
<section id="sec-20">
<h2>20) Final Checklists <a class="anchor" href="#sec-20">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Picture Day</h3><ul class="tight checklist">
<li><label><input type="checkbox">Fog lanes active</label></li>
<li><label><input type="checkbox">Safety briefing</label></li>
<li><label><input type="checkbox">Armorer briefing</label></li>
<li><label><input type="checkbox">Marshal briefing</label></li>
<li><label><input type="checkbox">LUT loaded</label></li>
<li><label><input type="checkbox">HDRI plate plan</label></li>
</ul></div>
<div class="kv"><h3>Fire Night</h3><ul class="tight checklist">
<li><label><input type="checkbox">Water line charged</label></li>
<li><label><input type="checkbox">O₂ meter deployed</label></li>
<li><label><input type="checkbox">IR checks scheduled</label></li>
<li><label><input type="checkbox">Exclusion arcs taped</label></li>
<li><label><input type="checkbox">Puppet gelled</label></li>
<li><label><input type="checkbox">E‑stop tested</label></li>
</ul></div>
<div class="kv"><h3>Editorial</h3><ul class="tight checklist">
<li><label><input type="checkbox">Bins labeled: picture/sound</label></li>
<li><label><input type="checkbox">FX stem for air pressure</label></li>
<li><label><input type="checkbox">Broadcast SD cards</label></li>
<li><label><input type="checkbox">ACES export test</label></li>
</ul></div>
</div>
<div class="progress" aria-label="Checklist completion"><span id="progress-bar"></span></div>
<p class="small muted" id="progress-text">0% completed</p>
</section>
<!-- EXTENSIONS BEGIN -->
<section id="sec-21" class="page-break">
<h2>21) Props & Set Dressing Master List <a class="anchor" href="#sec-21">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>By Location</h3>
<table class="tbl small">
<tr><th>Location</th><th>Hero Props</th><th>Dressing</th></tr>
<tr><td>Liv House</td><td>Porch bulbs (R/G → white), Maglite, key ring</td><td>Boot tray, mail pile (2003 bills), coat hooks, ceramic owl (remove after §15)</td></tr>
<tr><td>Barn</td><td>Fuel can (emptied), tarp, hay hooks (dull), ladder</td><td>Feed sacks, old calendars (2002–2003), cobweb nets</td></tr>
<tr><td>Trailhead</td><td>Cones, FR‑12 signs, sheriff checkpoint kit</td><td>Barrier tape, coolers, thermos, folding tables</td></tr>
<tr><td>Crash Site</td><td>Windshield shards (sugar), seatbelt buckle, clipboard</td><td>Road flares (inert), chalk markers, evidence flags</td></tr>
</table>
</div>
<div class="kv">
<h3>Continuity Hot Items</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Porch bulbs red/green present pre‑§15</label></li>
<li><label><input type="checkbox">Maglite scuffs match between §2 and §14</label></li>
<li><label><input type="checkbox">FR‑12 sign rotation consistent across nights</label></li>
<li><label><input type="checkbox">Windshield shards kept to roadway shoulder only</label></li>
</ul>
<p class="small">All sharp/fuel props are <strong>rubber/tampered/inert</strong> as appropriate; <em>no live fuel on set</em>.</p>
</div>
</div>
</section>
<section id="sec-22">
<h2>22) Wardrobe • Hair/Makeup Continuity <a class="anchor" href="#sec-22">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv</h3>
<ul class="tight">
<li>Base: earth‑tone work jacket + thermal + jeans + 2003 boots.</li>
<li>Progression: dust → soot at §13 → ash flecks in §14 → cleaned collar at §15.</li>
<li>Makeup: chapped lips in §11–§14, breath visible, under‑eye redness.</li>
</ul>
</div>
<div class="kv">
<h3>Mason</h3>
<ul class="tight">
<li>Utility jacket + harness. No blood pre‑tower. Post‑tower <em>offscreen</em>.</li>
</ul>
</div>
<div class="kv">
<h3>Town & Deputies</h3>
<ul class="tight">
<li>Thrift‑era fleeces, trucker caps, brown/tan uniforms; <strong>no modern logos</strong>.</li>
</ul>
</div>
</div>
</section>
<section id="sec-23">
<h2>23) Vehicles & Picture Cars (2003‑Correct) <a class="anchor" href="#sec-23">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Hero Vehicles</h3>
<table class="tbl small">
<tr><th>Vehicle</th><th>Color</th><th>Notes</th></tr>
<tr><td>County Sheriff Cruiser</td><td>White</td><td>Lightbar period‑correct; dash cam disabled; rear cage.</td></tr>
<tr><td>Liv Pickup</td><td>Dark green</td><td>Halogen bulbs; cassette deck; cracked dash.</td></tr>
<tr><td>Ruiz Sedan</td><td>Burgundy</td><td>Crash tableau only; airbags deployed; battery disconnected.</td></tr>
</table>
</div>
<div class="kv">
<h3>Vehicle Ops</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Keys with Transpo Captain at all times</label></li>
<li><label><input type="checkbox">Spotters at night moves</label></li>
<li><label><input type="checkbox">No moving metal stunts (§11B‑2 note)</label></li>
</ul>
</div>
</div>
</section>
<section id="sec-24">
<h2>24) Armorer & Weapons Safety Plan <a class="anchor" href="#sec-24">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Protocols (High‑Level)</h3>
<ul class="tight">
<li>Only the licensed armorer handles, loads, and clears any firearm props. <strong>No exceptions.</strong></li>
<li>Hot/cold status is called clearly before each take; eye/ear PPE provided to crew in proximity.</li>
<li>Minimum safe distances enforced; plex shields for lens‑close shots; downrange locked clear.</li>
</ul>
</div>
<div class="kv">
<h3>Scene Coverage</h3>
<ul class="tight">
<li>§11C and §14 require blank control and ear protection briefings.</li>
<li>All dry‑fire clicks use <em>verified cold</em> props; chamber checks on camera.</li>
</ul>
</div>
</div>
<p class="small muted">This section is about <em>on‑set safety procedures</em> only—no instructions on modification or construction of weapons.</p>
</section>
<section id="sec-25">
<h2>25) Camera Package & Monitoring <a class="anchor" href="#sec-25">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Package</h3>
<ul class="tight">
<li>A‑cam: 6K/4K main with high‑ISO performance; 2× bodies for night redundancy.</li>
<li>Glass: 16/25/28/35/40/70 + 600/700/1200 tele set; 2× extenders; macro for inserts.</li>
<li>Support: hi‑hat, slider, sticks, cable glide for POV plates, condor platform hi‑hat.</li>
</ul>
</div>
<div class="kv">
<h3>Monitoring</h3>
<ul class="tight">
<li>On‑set SDR LUT (“OWL_NIGHT_v3.cube”) loaded to all monitors.</li>
<li>Wireless video for AD/Safety; <em>no</em> monitor near flame per safety lane rules.</li>
</ul>
</div>
<div class="kv">
<h3>Data</h3>
<ul class="tight">
<li>Mag naming: A###; media checksum at cart; dual‑copy to RAID + shuttle SSD.</li>
</ul>
</div>
</div>
</section>
<section id="sec-26">
<h2>26) Production Sound & Comms <a class="anchor" href="#sec-26">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Mic Plan</h3>
<ul class="tight">
<li>Boom hyper/super‑cardioid for interiors; shotgun for exterior; lavs for walk‑and‑talks.</li>
<li>Wind: dead cats + blimps mandatory at ridge; monitor low‑frequency rumble.</li>
</ul>
</div>
<div class="kv">
<h3>Comms</h3>
<ul class="tight">
<li>Channel map posted daily; spare batteries checked at lunch and sundown.</li>
<li>Quiet on set protocol for tension scenes; PA uses hand signals on “no‑radio” takes.</li>
</ul>
</div>
</div>
</section>
<section id="sec-27">
<h2>27) DIT • Script Supervision • Slating <a class="anchor" href="#sec-27">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>DIT</h3>
<ul class="tight">
<li>Checksum on ingest (xxhash64); verify size + frame count; automated proxy transcode overnight.</li>
<li>Color notes: cyan‑lean shadows; hold sodium pools; protect halogen highlights.</li>
</ul>
</div>
<div class="kv">
<h3>Script Supervision</h3>
<ul class="tight">
<li>Scene numbers follow §3; off‑book ad‑libs discouraged; circle takes noted with timecode.</li>
</ul>
</div>
<div class="kv">
<h3>Slate Conventions</h3>
<ul class="tight">
<li>Roll A###, Scene ###, Take ##; MOS marked; tail slates for tight setups.</li>
</ul>
</div>
</div>
</section>
<section id="sec-28">
<h2>28) Post Sound • Foley • ADR • Music Rights <a class="anchor" href="#sec-28">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Foley & FX</h3>
<ul class="tight">
<li>Air‑pressure beds; branch shear variations; glass creak library; seatbelt ping options.</li>
<li>One creature <em>burning screech</em> and final <em>deep hoot</em> only.</li>
</ul>
</div>
<div class="kv">
<h3>ADR</h3>
<ul class="tight">
<li>Minimal; prioritize production sound; room tone per location: 60s each.</li>
</ul>
</div>
<div class="kv">
<h3>Music & Rights</h3>
<ul class="tight">
<li>Original score only; no licensed tracks; cue sheet prepared; composer deliverables @ 44.1/24 stems.</li>
</ul>
</div>
</div>
</section>
<section id="sec-29">
<h2>29) QC • Tech Specs • Encoding <a class="anchor" href="#sec-29">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Picture</h3>
<ul class="tight">
<li>4K/2K ProRes 4444 master; Scope 2.39; ACEScct → Rec.709 SDR.</li>
<li>Titles within 90% title‑safe; subtitles in 42–48px equivalent for 4K.</li>
</ul>
</div>
<div class="kv">
<h3>Audio</h3>
<ul class="tight">
<li>5.1 + 2.0 LtRt; peaks ≤ −2 dBFS; dialogue norm −24 LKFS ±2.</li>
<li>M&E fully filled (no DX); stems labeled; pop‑and‑tail 2‑pop + 1‑frame flash.</li>
</ul>
</div>
</div>
</section>
<section id="sec-30">
<h2>30) Accessibility • Captions • Audio Description <a class="anchor" href="#sec-30">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Captions</h3>
<ul class="tight">
<li>SDH style; identify speakers minimally; environmental cues (“[wind builds]”) only when story‑relevant.</li>
</ul>
</div>
<div class="kv">
<h3>Audio Description</h3>
<ul class="tight">
<li>Understated; describe <em>intent</em> of shots (“a massive shadow passes overhead”) not unseen details.</li>
</ul>
</div>
</div>
</section>
<section id="sec-31">
<h2>31) Credits • Paperwork <a class="anchor" href="#sec-31">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>End Crawl Order (sample)</h3>
<ul class="tight">
<li>Cast principal → Supporting → Townspeople</li>
<li>Department heads → Crew</li>
<li>VFX → Post → Thanks → Legal</li>
</ul>
</div>
<div class="kv">
<h3>Forms</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Location agreements signed</label></li>
<li><label><input type="checkbox">Appearance releases</label></li>
<li><label><input type="checkbox">Music work‑for‑hire</label></li>
<li><label><input type="checkbox">Vendor COIs on file</label></li>
</ul>
</div>
<div class="kv">
<h3>Logos/Disclaimers</h3>
<ul class="tight">
<li>“No animals were harmed.”</li>
<li>Local jurisdiction safety acknowledgements.</li>
</ul>
</div>
</div>
</section>
<section id="sec-32">
<h2>32) Risk Register • Hazard Matrix <a class="anchor" href="#sec-32">#</a></h2>
<table class="tbl small">
<tr><th>Hazard</th><th>Phase</th><th>Likelihood</th><th>Impact</th><th>Owner</th><th>Mitigation</th></tr>
<tr><td>Open flame</td><td>§13–§15</td><td>Med</td><td>High</td><td>Safety + SFX</td><td>Marshal, line charged, O₂ meter, gel barriers, IR checks</td></tr>
<tr><td>Night hypothermia</td><td>Nights</td><td>Med</td><td>Med</td><td>AD</td><td>Warm tents, hot drinks, hand warmers, rotation</td></tr>
<tr><td>Telephoto on condor</td><td>POV plates</td><td>Low</td><td>Med</td><td>Grip</td><td>Harness, rail, weather locks, wind thresholds</td></tr>
<tr><td>Blank discharge</td><td>§11C, §14</td><td>Low</td><td>High</td><td>Armorer</td><td>Hot/cold calls, shields, distance, PPE</td></tr>
</table>
</section>
<section id="sec-33">
<h2>33) Night Shoots • Fatigue Management <a class="anchor" href="#sec-33">#</a></h2>
<ul class="tight">
<li>Max 12 on‑premise hours; enforce turnarounds; shuttle for crew after 3am wrap.</li>
<li>Lighting lanes marked for terrain safety; red path lights where in frame.</li>
<li>Meal timing: hot soup at midnight; hydration logs for G&E and SFX.</li>
</ul>
</section>
<section id="sec-34">
<h2>34) Environmental Care • Wildlife • Noise <a class="anchor" href="#sec-34">#</a></h2>
<ul class="tight">
<li>Fog fluid MSDS reviewed; avoid waterways; spill kits at generators.</li>
<li>Noise windows coordinated with residents; low‑frequency tests before shoot.</li>
<li>Respect nesting seasons; no real raptor imagery used for marketing.</li>
</ul>
</section>
<section id="sec-35">
<h2>35) Permitting • Agreements • Notices <a class="anchor" href="#sec-35">#</a></h2>
<ul class="tight">
<li>Private road MOU for FR‑12 optics; fire permit issued; law‑enforcement presence for weapons discharge scenes.</li>
<li>Neighbor notices 72 hours ahead of nights; hotline posted.</li>
</ul>
</section>
<section id="sec-36">
<h2>36) Distribution Deliverables • EPK <a class="anchor" href="#sec-36">#</a></h2>
<div class="grid2">
<div class="kv"><h3>Assets</h3><ul class="tight">
<li>Trailer (60/30/15); Teasers (2×)</li>
<li>Poster one‑sheet; Key art variations; Stills (min 20)</li>
<li>Director statement (≤400 words); Production notes (≤1200 words)</li>
</ul></div>
<div class="kv"><h3>Files</h3><ul class="tight">
<li>ProRes master + DCP</li>
<li>Captions (.srt + .itt); AD track</li>
<li>Credits .txt; cue sheet; COIs; chain of title</li>
</ul></div>
</div>
</section>
<section id="sec-37">
<h2>37) Brand • Title Treatment • Graphics <a class="anchor" href="#sec-37">#</a></h2>
<ul class="tight">
<li>Title cards have subtle gate flutter; cyan‑lean blacks preserved.</li>
<li>Marketing minimizes porch gel colors; keep creature silhouette sacred.</li>
</ul>
</section>
<section id="sec-38">
<h2>38) Change Log • Version Control <a class="anchor" href="#sec-38">#</a></h2>
<ul class="tight">
<li>Document compiled: <strong>2025-10-19 17:27 UTC</strong>.</li>
<li>Changes: Extended sections §21–§40 added; TOC + search; checklists persist; print CSS.</li>
</ul>
</section>
<section id="sec-39">
<h2>39) One‑Day Salvage Plan <a class="anchor" href="#sec-39">#</a></h2>
<p>If time collapses to a single shoot day, capture these <em>must‑haves</em> to preserve the film’s identity:</p>
<ol>
<li>§11C Final Kill coverage (shots 1–4) with silhouette + Empty‑to‑Click cadence.</li>
<li>§4 Ridge plates with low‑lying fog + telephoto POV passes.</li>
<li>§3 key beats: Cold Open aftermath (§1), Mason tower yank (§4‑3), Hall crash tableau (§11B‑2), Scene 24 porch bulbs swap (§15).</li>
<li>§6 sound plates: wind beds, air‑pressure dips, glass creak, seatbelt ping.</li>
</ol>
</section>
<section id="sec-40">
<h2>40) Archive • Wrap • Data Preservation <a class="anchor" href="#sec-40">#</a></h2>
<ul class="tight">
<li>3‑2‑1 backup of picture/sound/VFX; LTO write + verify; store in two geos.</li>
<li>Archive this bible as PDF + HTML; include LUTs, tone references, and QC reports.</li>
</ul>
</section>
<section id="sec-41" class="page-break">
<h2>41) Appendices • Templates <a class="anchor" href="#sec-41">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>A) Mini Call Sheet (sample)</h3>
<table class="tbl small">
<tr><th>Call</th><th>Location</th><th>Notes</th></tr>
<tr><td>14:00</td><td>Liv House/Barn</td><td>Night exteriors, fog lanes, §11C</td></tr>
<tr><td>18:00</td><td>Trailhead FR‑12</td><td>Checkpoint coverage, cones</td></tr>
</table>
</div>
<div class="kv">
<h3>B) Daily Safety Meeting (sample)</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Weather & terrain</label></li>
<li><label><input type="checkbox">Fire & fog protocols</label></li>
<li><label><input type="checkbox">Weapon status (cold/hot)</label></li>
<li><label><input type="checkbox">Fatigue & turnaround</label></li>
<li><label><input type="checkbox">Emergency contacts posted</label></li>
</ul>
</div>
</div>
</section>
<div class="hr"></div>
<p class="small"><strong>If this is the only document you find:</strong> shoot the scenes in §11 shotlists, obey the Non‑Negotiables in §0, keep the owl unrevealed until the finale, and use the sound rules in §6. The film will be <em>OWL</em>.</p>
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<span>OWL — Drop‑Dead Story Bible (Extended)</span><span class="dot"></span>
<span>Compiled 2025-10-19 17:27 UTC</span><span class="dot"></span>
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<header>
<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Compiled 2025-10-19 17:27 UTC • EXTENDED</span></h1>
<p class="small">This is the <strong>authoritative, do‑or‑die blueprint</strong> for making <em>OWL</em> exactly as intended if the originator is unavailable.
It merges creative vision, biological realism, cinematography, sound, SFX/VFX, safety, schedule, budget, legal, delivery, and contingency plans.
Follow the <strong>Non‑Negotiables</strong>, then execute section‑by‑section.</p>
<div class="badges"><span class="tag">Scope 2.39</span><span class="tag">Night‑heavy</span><span class="tag">Telephoto grammar</span><span class="tag">Low‑lying fog</span><span class="tag">No creature music</span></div>
</header>
<!-- 0 -->
<section id="sec-0">
<h2>0) Non‑Negotiables (Read First) <a class="anchor" href="#sec-0">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Creative Absolutes</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003. No smartphones. SD 4:3 broadcast inserts only.</li>
<li><strong>Creature visibility:</strong> no clean reveal until final kill; ≤ <strong>4 seconds</strong> cumulative full‑owl silhouette across Act III finale.</li>
<li><strong>Owl POV grammar:</strong> 700–1200 mm super‑telephoto from above; micro‑yaw head‑turn ticks; no feathers/eyes in frame.</li>
<li><strong>Silence strategy:</strong> <u>no music under kills.</u> Fear is built with <em>air pressure, wind, creaks, glass</em>.</li>
<li><strong>Low‑lying fog:</strong> knee‑height in exterior night sequences; it is part of the language.</li>
<li><strong>Ending:</strong> Liv kills the owl; Scene 24 swaps porch bulbs to <u>white</u>. No sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Absolutes</h3>
<ul class="tight">
<li><strong>Fire:</strong> marshal present; charged water line; ember control; O₂ monitoring; no drone during open flame.</li>
<li><strong>Weapons:</strong> armorer controls blanks; hot/cold calls each take; eye/ear PPE; minimum distances.</li>
<li><strong>Night:</strong> terrain lighting, hypothermia plan, fog MSDS, EMS on burn/crash nights.</li>
<li><strong>Animatronic:</strong> hard E‑stop; no live clamping on humans; pyro‑gelled surfaces; exclusion arcs.</li>
</ul>
</div>
</div>
<aside class="callout small"><strong>How to use this bible:</strong> skim the TOC, then work sections in order. Checkboxes persist locally. Use the <em>One‑Day Salvage</em> (§39) if schedule collapses.</aside>
</section>
<!-- 1 -->
<section id="sec-1">
<h2>1) Story • Theme • Tone <a class="anchor" href="#sec-1">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → Acceptance • Signal vs Silence • Nature’s Indifference vs Human Narrative.</p>
<h3>Rating</h3><p>Primary: R (intensity, aftermath). PG‑13 protection path defined in §17.</p>
</div>
<div class="kv">
<h3>Tonal Nails</h3>
<ul class="tight">
<li><strong>Rural giallo:</strong> stylized restraint; color as airbrush (sodium/halogen/porch‑gel), never candy.</li>
<li><strong>Documentary physicality:</strong> breath visible; fog; wind; weight on ground.</li>
<li><strong>Understatement:</strong> minimal dialogue; no exposition monologues; news desk handles facts.</li>
</ul>
</div>
</div>
</section>
<!-- 2 -->
<section id="sec-2">
<h2>2) Characters & Relationships <a class="anchor" href="#sec-2">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv — Final Protagonist</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → plain restoration.</li>
<li>Competence: makes patterns; improvises cleanly; no speeches.</li>
<li>Key moments: Scene 24 bulbs; Final kill cadence; quiet plan montage.</li>
<li>Wardrobe: work jacket, thermal, 2003 boots; neutral earth tones.</li>
</ul>
</div>
<div class="kv">
<h3>Mason — Act I POV</h3>
<ul class="tight">
<li>Ex‑firefighter; reliable; skeptical; dies <em>on tower</em> confirming invisible threat grammar.</li>
<li>Wardrobe/props: utility jacket; belt radio; keys; Maglite; harness.</li>
</ul>
</div>
<div class="kv">
<h3>Hall • Colson • Ruiz Family</h3>
<ul class="tight">
<li><strong>Hall:</strong> overconfident sheriff; dies in crash (owl‑caused chaos).</li>
<li><strong>Colson:</strong> inherits cougar hunt B‑story; escorts Liv past FR‑12 closure; sees dead owl at end—3‑sec look: confusion→acknowledgement→resolution.</li>
<li><strong>Ruiz parents:</strong> grief → vengeance; fuel town hunt ferocity. Sons: Jacob 17, David 23.</li>
</ul>
</div>
</div>
</section>
<!-- 3 -->
<section id="sec-3">
<h2>3) Chronology • Beat Sheet • Page Targets <a class="anchor" href="#sec-3">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Act</th><th>Seq#</th><th>Title</th><th>Pages</th><th>Minutes</th><th>Purpose</th></tr>
<tr><td>I</td><td>1</td><td>Cold Open — The Wrong Cat</td><td>1–4</td><td>3–4</td><td>Establish misread (cougar); physical aftermath language.</td></tr>
<tr><td>I</td><td>2</td><td>Mason’s World</td><td>5–12</td><td>7–8</td><td>Normal; competence; skepticism.</td></tr>
<tr><td>I</td><td>3</td><td>First Night Hunt (2 kills)</td><td>13–20</td><td>7–8</td><td>Escalation; terror grammar.</td></tr>
<tr><td>I</td><td>4</td><td>Surge Tower — Mason</td><td>21–25</td><td>4–5</td><td>Kill; silence under impact; POV absence.</td></tr>
<tr><td>II</td><td>5</td><td>Public Pressure</td><td>26–29</td><td>3</td><td>Groupthink; cougar locked.</td></tr>
<tr><td>II</td><td>6</td><td>Ruiz Crash Discovery</td><td>30–36</td><td>6</td><td>Forensics: ejected, 120–150 yds, no drag.</td></tr>
<tr><td>II</td><td>7</td><td>Desk News — FR‑12 Closed</td><td>37–38</td><td>1</td><td>In‑universe facts; 2003 SD look.</td></tr>
<tr><td>II</td><td>8</td><td>Colson & Ruiz Parents</td><td>39–44</td><td>5</td><td>Vengeance fuel; stakes raise.</td></tr>
<tr><td>II</td><td>9</td><td>Owl‑POV Stalks Liv</td><td>45–52</td><td>7</td><td>Predator distance; zero anatomy.</td></tr>
<tr><td>II</td><td>10</td><td>FR‑12 Escort</td><td>53–56</td><td>3</td><td>Logistics; later barrier to escape.</td></tr>
<tr><td>II</td><td>11</td><td>Second Hunt Wave (3 kills)</td><td>57–66</td><td>9</td><td>Pressure; town empties.</td></tr>
<tr><td>III</td><td>12</td><td>Barn Prep</td><td>67–72</td><td>5</td><td>Plan; quiet; geometry of trap.</td></tr>
<tr><td>III</td><td>13</td><td>Barn Eruption</td><td>73–77</td><td>4</td><td>Burning screech once; silhouette mass.</td></tr>
<tr><td>III</td><td>14</td><td>Final Kill — Empty to Click</td><td>78–85</td><td>7</td><td>Payoff; ≤4 s full‑owl; silence.</td></tr>
<tr><td>III</td><td>15</td><td>Scene 24 — Restoration</td><td>86–90</td><td>4</td><td>Giallo off‑switch; dawn neutrality.</td></tr>
</table>
</div>
</section>
<!-- 4 -->
<section id="sec-4">
<h2>4) Locations • Diagrams • Vantage Plans <a class="anchor" href="#sec-4">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Ridge / Trailhead (Night)</h3>
<div class="diagram"> [North]
Pines Pines
┌──────────┬──────────┐
│ Fog Corr│ Fog Corr│ ← low-lying fog lanes
│ │ │
│ (A) │ (B) │ (A) search line path
└──────────┴──────────┘
Road FR‑12 → cones → Sheriff checkpoint (private road set)
</div>
<p class="small">Telephoto overhead positions on condor at (A) and (B). Avoid rotor wash in fog corridors.</p>
</div>
<div class="kv">
<h3>Liv House / Barn</h3>
<div class="diagram">House —— 40m —— Barn
[Porch floods (R/G)] [Door facing field]
Field (final tableau)
Fog line across lower third →→→</div>
<p class="small">Finale back‑rim from porch gels; fire spill from barn; field for 70 mm tableau.</p>
</div>
</div>
</section>
<!-- 5 -->
<section id="sec-5">
<h2>5) Visual Grammar (DP Bible) <a class="anchor" href="#sec-5">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Lenses & Filters</h3>
<ul class="tight">
<li>16/25/28/35 for proximity woods; 40 for interiors; 70 locked dread; 700–1200 for owl POV.</li>
<li>Filtration: 1/8–1/4 BPM for bloom; ND stacks for night car; polarizer sparingly.</li>
<li>Grain: film emu post; add subtle gate flutter on title cards.</li>
</ul>
</div>
<div class="kv">
<h3>Lighting Map</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>Hard cones; fog flare; period correct.</td></tr>
<tr><td>Sodium pools</td><td>2000–2500</td><td>Roadside; keep cyan blacks in grade.</td></tr>
<tr><td>Porch floods</td><td>2700 + R/G</td><td>Feature motif; minimal in marketing.</td></tr>
<tr><td>Fire spill</td><td>1800–2000</td><td>Finale; ember bokeh; heat haze plates.</td></tr>
</table>
</div>
<div class="kv">
<h3>Composition Rules</h3>
<ul class="tight">
<li>Subjects small in frame; horizon low; canopy heavy.</li>
<li>Hold until “air event,” then cut. No shock zooms.</li>
<li>Owl POV moves = smooth glide + <em>micro yaws</em> (2–8°) like head ticks.</li>
</ul>
</div>
</div>
</section>
<!-- 6 -->
<section id="sec-6">
<h2>6) Sound Design • Mix Targets <a class="anchor" href="#sec-6">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; needle hiss; branch shear; tarp cry; glass creak; seatbelt “ping.”</li>
<li>Tinnitus (L bias) post‑impact; collapses to wind bed.</li>
<li><strong>No creature vocal</strong> except burning screech and final deep hoot.</li>
</ul>
</div>
<div class="kv">
<h3>Mix & Loudness</h3>
<ul class="tight">
<li>Trailers: −30 to −26 LUFS; Feature reels: dialogue anchor at −24 LKFS ±2.</li>
<li>True peak: −2 dBFS; no brickwall; dynamic range preserved.</li>
</ul>
</div>
<div class="kv">
<h3>Score Doctrine (2003)</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism; early‑DAW 44.1/16 texture; narrow stereo.</li>
<li>Instrumentation: deep analog pulse + thin chorused pad; no drums under narrative; absolutely none under kills.</li>
</ul>
</div>
</div>
</section>
<!-- 7 -->
<section id="sec-7">
<h2>7) Creature • Behavior • Engineering <a class="anchor" href="#sec-7">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>On‑Screen Biology</h3>
<ul class="tight">
<li>Implied mass sufficient to lift a human briefly; evidence = <strong>set‑downs</strong> without drag.</li>
<li>Threat display = <strong>defensive mantle</strong>: wings forward 30–40°, back broad, head low.</li>
<li>Color: dark matte; char edges; <em>no eye glow</em>.</li>
</ul>
</div>
<div class="kv">
<h3>Hero Animatronic (Ground Kill)</h3>
<ul class="tight">
<li>10 ft wingspan visual. Torso/legs puppet; mantling wing frames with carpal fan.</li>
<li>Actuation: pneumatics (mantle pop), linear actuators (fan), servos (head/neck). Remote accumulator; E‑stop vents.</li>
<li>Skin: Nomex/aramid; char finish; LED ember edge under mesh (dmx‑able).</li>
<li>Base: low sled under duff/snow; tilt 5–7°; hidden outriggers.</li>
</ul>
</div>
</div>
</section>
<!-- 8 -->
<section id="sec-8">
<h2>8) SFX Fire • Barn • Ember Logistics <a class="anchor" href="#sec-8">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Hybrid Plan (Preferred)</h3>
<ul class="tight">
<li>Partial interior flame bars; ember boxes behind door; practical torso burst.</li>
<li>Silhouette emphasis; VFX augments wings only.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Protocols</h3>
<ul class="tight">
<li>Marshal; charged 1.5″ line; gel barriers; no overhead flame on puppet.</li>
<li>Exclusion zones; stop‑work authority; IR thermometer checks.</li>
</ul>
</div>
<div class="kv">
<h3>Plates to Capture</h3>
<ul class="tight">
<li>Clean fire wall; ember passes; smoke-black plates; empty field after action; HDRI of flame field.</li>
</ul>
</div>
</div>
</section>
<!-- 9 -->
<section id="sec-9">
<h2>9) VFX • Aerial • Shadow <a class="anchor" href="#sec-9">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Owl‑POV Capture</h3>
<ul class="tight">
<li>Condor high‑hat 1200 mm static; cable glide 700–1000 mm; FPV for dive plate (<em>no creature</em>).</li>
<li>Micro‑yaw programming; parallax flattening; fog shears.</li>
</ul>
</div>
<div class="kv">
<h3>Shadow Gobo (Optional)</h3>
<ul class="tight">
<li>Projector with owl‑outline; separate night; never during flame; used for stalking passes only.</li>
</ul>
</div>
</div>
</section>
<!-- 10 -->
<section id="sec-10">
<h2>10) Editorial • Color • Data <a class="anchor" href="#sec-10">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Pipeline</h3>
<ul class="tight">
<li>Ingest → checksum → proxies (ProRes 422 LT) → offline → conform → ACEScct grade (cyan‑lean blacks).</li>
<li>Broadcast inserts made HD→SD down‑rez to SD 4:3 with light CRT curvature.</li>
</ul>
</div>
<div class="kv">
<h3>Naming & Folders</h3>
<div class="code">/OWL/PROD/{date}/CAM/A001_####.mov
/OWL/AUDIO/PROD/DAY03/BWF/A003_####.wav
/OWL/VFX/PLATES/SC014/OWL_SC014_PLATE_001.exr
/OWL/EDL/REELS/R02_OWL_FINEDL_v###.edl</div>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP (Scope 2.39); 4K/2K SDR ProRes; 5.1 + 2.0; M&E; CC; AD; poster stills (70 mm frames).</li>
</ul>
</div>
</div>
</section>
<!-- 11 -->
<section id="sec-11">
<h2>11) Department Shotlists <a class="anchor" href="#sec-11">#</a></h2>
<div class="card">
<h3>A) Mason Tower</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>SFX/VFX</th></tr>
<tr><td>1</td><td>70 mm lock</td><td>Deck tableau; tarp belly</td><td>Beacon tick; wind</td><td>Fan; fog</td></tr>
<tr><td>2</td><td>600 mm</td><td>Tarp lane press‑in</td><td>Rivets cry</td><td>Hidden pull</td></tr>
<tr><td>3</td><td>70 mm</td><td>Offscreen yank; flashlight pinwheel</td><td>Air shove</td><td>Wire; no body</td></tr>
</table>
<h3>B) Hall Crash</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Notes</th></tr>
<tr><td>1</td><td>Dash profile</td><td>Canopy shadows; radio murmur</td><td>Road hiss</td><td>Lightbar off</td></tr>
<tr><td>2</td><td>70 mm ext</td><td>Down‑rush; cruiser exits; tree impact</td><td>THUD</td><td>No moving metal stunts</td></tr>
<tr><td>3</td><td>Rear 50 mm</td><td>Lightbar reflections spin</td><td>Siren chirp dies</td><td>Steam pot</td></tr>
</table>
<h3>C) Final Kill — Empty to Click</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Desc</th><th>Audio</th><th>Safety</th></tr>
<tr><td>1</td><td>70 mm lock</td><td>Full‑owl silhouette mantle (<1.5 s)</td><td>Deep hoot</td><td>Fire line</td></tr>
<tr><td>2</td><td>70 mm</td><td>Shots 1–6 measured; silhouette folds</td><td>Reports; ember hiss</td><td>Armorer</td></tr>
<tr><td>3</td><td>85 mm ins</td><td>Ejection port detail</td><td>Metal clack</td><td>PPE</td></tr>
<tr><td>4</td><td>70 mm</td><td>Dry pump CLICK; 2 s hold</td><td>Silence</td><td>Cold call</td></tr>
</table>
</div>
</section>
<!-- 12 -->
<section id="sec-12">
<h2>12) Continuity • 2003 Forensics • No‑Drag Rule <a class="anchor" href="#sec-12">#</a></h2>
<ul class="tight">
<li><strong>Ruiz crash:</strong> windshield blown outward; bodies 120–150 yds; field shows <em>oval set‑downs</em>; <u>no drag marks</u>.</li>
<li><strong>Liv house:</strong> porch bulbs red/green present; Scene 24 replaced with white.</li>
<li><strong>Hunt lines:</strong> red/green flashlights allowed (in‑world buys from holiday stock).</li>
</ul>
</section>
<!-- 13 -->
<section id="sec-13">
<h2>13) Safety • Legal • Insurance <a class="anchor" href="#sec-13">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Insurance</h3><ul class="tight"><li>GL, Auto, Workers’ Comp, Drone rider (non‑flame), Pyro rider, Stunts rider.</li></ul></div>
<div class="kv"><h3>Permits</h3><ul class="tight"><li>Private road MOUs; fire permit; weapons discharge; law‑enforcement presence.</li></ul></div>
<div class="kv"><h3>ICS Basics</h3><ul class="tight"><li>AD runs set ICS; Safety Officer with stop‑work power; marshals briefed daily.</li></ul></div>
</div>
</section>
<!-- 14 -->
<section id="sec-14">
<h2>14) Schedule • Day‑out‑of‑Days (sample) <a class="anchor" href="#sec-14">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Asset/Cast</th><th>W1</th><th>W2</th><th>W3</th><th>W4</th><th>W5</th></tr>
<tr><td>Liv</td><td>SW</td><td>SW</td><td>NS</td><td>NS</td><td>DS</td></tr>
<tr><td>Mason</td><td>SW</td><td>—</td><td>—</td><td>—</td><td>—</td></tr>
<tr><td>Colson</td><td>—</td><td>SD</td><td>NS</td><td>—</td><td>—</td></tr>
<tr><td>Animatronic Owl</td><td>—</td><td>—</td><td>—</td><td>—</td><td>NS</td></tr>
<tr><td>Barn SFX Package</td><td>—</td><td>—</td><td>—</td><td>NS</td><td>NS</td></tr>
</table>
<p class="small">Legend: S=Shoot, W=Weekday, D=Day, N=Night.</p>
</div>
</section>
<!-- 15 -->
<section id="sec-15">
<h2>15) Budget Bands • What You Get <a class="anchor" href="#sec-15">#</a></h2>
<table class="tbl small">
<tr><th>Scenario</th><th>Band</th><th>Days</th><th>Scope</th><th>Notes</th></tr>
<tr><td>Lean</td><td>$180–300k</td><td>15–18</td><td>Partial barn; crash tableau; private road optics; one condor shadow night.</td><td>Keep owl silhouette; minimize VFX.</td></tr>
<tr><td>Intended</td><td>$450–900k</td><td>22–24</td><td>Hybrid barn; FPV/condor plates; animatronic hero; robust night G&E.</td><td>Recommended.</td></tr>
<tr><td>Full</td><td>$750k–1.5M</td><td>22–25</td><td>All set‑pieces; extended post polish.</td><td>Festival + streamer ready.</td></tr>
</table>
</section>
<!-- 16 -->
<section id="sec-16">
<h2>16) Marketing • Trailers (Sora/Udio) <a class="anchor" href="#sec-16">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>OWL POV Stalk — 15s (Sora)</h3>
<div class="code">GLOBAL: 2.39:1; 2003; low fog; dark goth‑outrun E‑min 5/4 @ 60 BPM (very low). SHOT 1–6 per previous storyboard (see Bible §9). No creature shown.</div>
</div>
<div class="kv">
<h3>Udio Micro‑Cue</h3>
<div class="code">15 s • E‑minor • 5/4 • 60 BPM • Deep analog pulse + thin chorused pad, very low; one 1 s sub‑swell under pause; single title hit, then total silence. No drums.</div>
</div>
</div>
</section>
<!-- 17 -->
<section id="sec-17">
<h2>17) PG‑13 Protection Path <a class="anchor" href="#sec-17">#</a></h2>
<ul class="tight">
<li>Hold impacts offscreen; increase aftermath silence; replace blood mist macro with cracked glass only.</li>
<li>Keep full‑owl total ≤3 s if necessary; no gore inserts.</li>
</ul>
</section>
<!-- 18 -->
<section id="sec-18">
<h2>18) Failure Modes • Fallback Plans <a class="anchor" href="#sec-18">#</a></h2>
<ul class="tight">
<li><strong>No fog?</strong> Use wind + particulate + exposure bloom; add minimal CG fog plates later.</li>
<li><strong>No snow?</strong> Restrict to frost + breath; snow only in tight hero inserts manufactured on sleds.</li>
<li><strong>Fire canceled?</strong> Run silhouette rig + smoke + heat haze + ember fans; CG augment only for plume.</li>
</ul>
</section>
<!-- 19 -->
<section id="sec-19">
<h2>19) Script Excerpts (Approved Tone) <a class="anchor" href="#sec-19">#</a></h2>
<div class="card"><div class="code">
EXT. WOODS — NIGHT
Two beams sweep. Fog plates the ground. One beam stops, pinned by nothing the eye can hold.
INT. TRUCK CAB — NIGHT
The windshield flexes. Hairline frost explodes to a spider. A single THUD. The cabin rocks. Airbag dust floats.
EXT. FIELD — NIGHT
The bird is only mass and heat and the world folding around it. Liv breathes once. Then the gun speaks in measured time.
</div></div>
</section>
<!-- 20 -->
<section id="sec-20">
<h2>20) Final Checklists <a class="anchor" href="#sec-20">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Picture Day</h3><ul class="tight checklist">
<li><label><input type="checkbox">Fog lanes active</label></li>
<li><label><input type="checkbox">Safety briefing</label></li>
<li><label><input type="checkbox">Armorer briefing</label></li>
<li><label><input type="checkbox">Marshal briefing</label></li>
<li><label><input type="checkbox">LUT loaded</label></li>
<li><label><input type="checkbox">HDRI plate plan</label></li>
</ul></div>
<div class="kv"><h3>Fire Night</h3><ul class="tight checklist">
<li><label><input type="checkbox">Water line charged</label></li>
<li><label><input type="checkbox">O₂ meter deployed</label></li>
<li><label><input type="checkbox">IR checks scheduled</label></li>
<li><label><input type="checkbox">Exclusion arcs taped</label></li>
<li><label><input type="checkbox">Puppet gelled</label></li>
<li><label><input type="checkbox">E‑stop tested</label></li>
</ul></div>
<div class="kv"><h3>Editorial</h3><ul class="tight checklist">
<li><label><input type="checkbox">Bins labeled: picture/sound</label></li>
<li><label><input type="checkbox">FX stem for air pressure</label></li>
<li><label><input type="checkbox">Broadcast SD cards</label></li>
<li><label><input type="checkbox">ACES export test</label></li>
</ul></div>
</div>
<div class="progress" aria-label="Checklist completion"><span id="progress-bar"></span></div>
<p class="small muted" id="progress-text">0% completed</p>
</section>
<!-- EXTENSIONS BEGIN -->
<section id="sec-21" class="page-break">
<h2>21) Props & Set Dressing Master List <a class="anchor" href="#sec-21">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>By Location</h3>
<table class="tbl small">
<tr><th>Location</th><th>Hero Props</th><th>Dressing</th></tr>
<tr><td>Liv House</td><td>Porch bulbs (R/G → white), Maglite, key ring</td><td>Boot tray, mail pile (2003 bills), coat hooks, ceramic owl (remove after §15)</td></tr>
<tr><td>Barn</td><td>Fuel can (emptied), tarp, hay hooks (dull), ladder</td><td>Feed sacks, old calendars (2002–2003), cobweb nets</td></tr>
<tr><td>Trailhead</td><td>Cones, FR‑12 signs, sheriff checkpoint kit</td><td>Barrier tape, coolers, thermos, folding tables</td></tr>
<tr><td>Crash Site</td><td>Windshield shards (sugar), seatbelt buckle, clipboard</td><td>Road flares (inert), chalk markers, evidence flags</td></tr>
</table>
</div>
<div class="kv">
<h3>Continuity Hot Items</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Porch bulbs red/green present pre‑§15</label></li>
<li><label><input type="checkbox">Maglite scuffs match between §2 and §14</label></li>
<li><label><input type="checkbox">FR‑12 sign rotation consistent across nights</label></li>
<li><label><input type="checkbox">Windshield shards kept to roadway shoulder only</label></li>
</ul>
<p class="small">All sharp/fuel props are <strong>rubber/tampered/inert</strong> as appropriate; <em>no live fuel on set</em>.</p>
</div>
</div>
</section>
<section id="sec-22">
<h2>22) Wardrobe • Hair/Makeup Continuity <a class="anchor" href="#sec-22">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv</h3>
<ul class="tight">
<li>Base: earth‑tone work jacket + thermal + jeans + 2003 boots.</li>
<li>Progression: dust → soot at §13 → ash flecks in §14 → cleaned collar at §15.</li>
<li>Makeup: chapped lips in §11–§14, breath visible, under‑eye redness.</li>
</ul>
</div>
<div class="kv">
<h3>Mason</h3>
<ul class="tight">
<li>Utility jacket + harness. No blood pre‑tower. Post‑tower <em>offscreen</em>.</li>
</ul>
</div>
<div class="kv">
<h3>Town & Deputies</h3>
<ul class="tight">
<li>Thrift‑era fleeces, trucker caps, brown/tan uniforms; <strong>no modern logos</strong>.</li>
</ul>
</div>
</div>
</section>
<section id="sec-23">
<h2>23) Vehicles & Picture Cars (2003‑Correct) <a class="anchor" href="#sec-23">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Hero Vehicles</h3>
<table class="tbl small">
<tr><th>Vehicle</th><th>Color</th><th>Notes</th></tr>
<tr><td>County Sheriff Cruiser</td><td>White</td><td>Lightbar period‑correct; dash cam disabled; rear cage.</td></tr>
<tr><td>Liv Pickup</td><td>Dark green</td><td>Halogen bulbs; cassette deck; cracked dash.</td></tr>
<tr><td>Ruiz Sedan</td><td>Burgundy</td><td>Crash tableau only; airbags deployed; battery disconnected.</td></tr>
</table>
</div>
<div class="kv">
<h3>Vehicle Ops</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Keys with Transpo Captain at all times</label></li>
<li><label><input type="checkbox">Spotters at night moves</label></li>
<li><label><input type="checkbox">No moving metal stunts (§11B‑2 note)</label></li>
</ul>
</div>
</div>
</section>
<section id="sec-24">
<h2>24) Armorer & Weapons Safety Plan <a class="anchor" href="#sec-24">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Protocols (High‑Level)</h3>
<ul class="tight">
<li>Only the licensed armorer handles, loads, and clears any firearm props. <strong>No exceptions.</strong></li>
<li>Hot/cold status is called clearly before each take; eye/ear PPE provided to crew in proximity.</li>
<li>Minimum safe distances enforced; plex shields for lens‑close shots; downrange locked clear.</li>
</ul>
</div>
<div class="kv">
<h3>Scene Coverage</h3>
<ul class="tight">
<li>§11C and §14 require blank control and ear protection briefings.</li>
<li>All dry‑fire clicks use <em>verified cold</em> props; chamber checks on camera.</li>
</ul>
</div>
</div>
<p class="small muted">This section is about <em>on‑set safety procedures</em> only—no instructions on modification or construction of weapons.</p>
</section>
<section id="sec-25">
<h2>25) Camera Package & Monitoring <a class="anchor" href="#sec-25">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Package</h3>
<ul class="tight">
<li>A‑cam: 6K/4K main with high‑ISO performance; 2× bodies for night redundancy.</li>
<li>Glass: 16/25/28/35/40/70 + 600/700/1200 tele set; 2× extenders; macro for inserts.</li>
<li>Support: hi‑hat, slider, sticks, cable glide for POV plates, condor platform hi‑hat.</li>
</ul>
</div>
<div class="kv">
<h3>Monitoring</h3>
<ul class="tight">
<li>On‑set SDR LUT (“OWL_NIGHT_v3.cube”) loaded to all monitors.</li>
<li>Wireless video for AD/Safety; <em>no</em> monitor near flame per safety lane rules.</li>
</ul>
</div>
<div class="kv">
<h3>Data</h3>
<ul class="tight">
<li>Mag naming: A###; media checksum at cart; dual‑copy to RAID + shuttle SSD.</li>
</ul>
</div>
</div>
</section>
<section id="sec-26">
<h2>26) Production Sound & Comms <a class="anchor" href="#sec-26">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Mic Plan</h3>
<ul class="tight">
<li>Boom hyper/super‑cardioid for interiors; shotgun for exterior; lavs for walk‑and‑talks.</li>
<li>Wind: dead cats + blimps mandatory at ridge; monitor low‑frequency rumble.</li>
</ul>
</div>
<div class="kv">
<h3>Comms</h3>
<ul class="tight">
<li>Channel map posted daily; spare batteries checked at lunch and sundown.</li>
<li>Quiet on set protocol for tension scenes; PA uses hand signals on “no‑radio” takes.</li>
</ul>
</div>
</div>
</section>
<section id="sec-27">
<h2>27) DIT • Script Supervision • Slating <a class="anchor" href="#sec-27">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>DIT</h3>
<ul class="tight">
<li>Checksum on ingest (xxhash64); verify size + frame count; automated proxy transcode overnight.</li>
<li>Color notes: cyan‑lean shadows; hold sodium pools; protect halogen highlights.</li>
</ul>
</div>
<div class="kv">
<h3>Script Supervision</h3>
<ul class="tight">
<li>Scene numbers follow §3; off‑book ad‑libs discouraged; circle takes noted with timecode.</li>
</ul>
</div>
<div class="kv">
<h3>Slate Conventions</h3>
<ul class="tight">
<li>Roll A###, Scene ###, Take ##; MOS marked; tail slates for tight setups.</li>
</ul>
</div>
</div>
</section>
<section id="sec-28">
<h2>28) Post Sound • Foley • ADR • Music Rights <a class="anchor" href="#sec-28">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Foley & FX</h3>
<ul class="tight">
<li>Air‑pressure beds; branch shear variations; glass creak library; seatbelt ping options.</li>
<li>One creature <em>burning screech</em> and final <em>deep hoot</em> only.</li>
</ul>
</div>
<div class="kv">
<h3>ADR</h3>
<ul class="tight">
<li>Minimal; prioritize production sound; room tone per location: 60s each.</li>
</ul>
</div>
<div class="kv">
<h3>Music & Rights</h3>
<ul class="tight">
<li>Original score only; no licensed tracks; cue sheet prepared; composer deliverables @ 44.1/24 stems.</li>
</ul>
</div>
</div>
</section>
<section id="sec-29">
<h2>29) QC • Tech Specs • Encoding <a class="anchor" href="#sec-29">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Picture</h3>
<ul class="tight">
<li>4K/2K ProRes 4444 master; Scope 2.39; ACEScct → Rec.709 SDR.</li>
<li>Titles within 90% title‑safe; subtitles in 42–48px equivalent for 4K.</li>
</ul>
</div>
<div class="kv">
<h3>Audio</h3>
<ul class="tight">
<li>5.1 + 2.0 LtRt; peaks ≤ −2 dBFS; dialogue norm −24 LKFS ±2.</li>
<li>M&E fully filled (no DX); stems labeled; pop‑and‑tail 2‑pop + 1‑frame flash.</li>
</ul>
</div>
</div>
</section>
<section id="sec-30">
<h2>30) Accessibility • Captions • Audio Description <a class="anchor" href="#sec-30">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Captions</h3>
<ul class="tight">
<li>SDH style; identify speakers minimally; environmental cues (“[wind builds]”) only when story‑relevant.</li>
</ul>
</div>
<div class="kv">
<h3>Audio Description</h3>
<ul class="tight">
<li>Understated; describe <em>intent</em> of shots (“a massive shadow passes overhead”) not unseen details.</li>
</ul>
</div>
</div>
</section>
<section id="sec-31">
<h2>31) Credits • Paperwork <a class="anchor" href="#sec-31">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>End Crawl Order (sample)</h3>
<ul class="tight">
<li>Cast principal → Supporting → Townspeople</li>
<li>Department heads → Crew</li>
<li>VFX → Post → Thanks → Legal</li>
</ul>
</div>
<div class="kv">
<h3>Forms</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Location agreements signed</label></li>
<li><label><input type="checkbox">Appearance releases</label></li>
<li><label><input type="checkbox">Music work‑for‑hire</label></li>
<li><label><input type="checkbox">Vendor COIs on file</label></li>
</ul>
</div>
<div class="kv">
<h3>Logos/Disclaimers</h3>
<ul class="tight">
<li>“No animals were harmed.”</li>
<li>Local jurisdiction safety acknowledgements.</li>
</ul>
</div>
</div>
</section>
<section id="sec-32">
<h2>32) Risk Register • Hazard Matrix <a class="anchor" href="#sec-32">#</a></h2>
<table class="tbl small">
<tr><th>Hazard</th><th>Phase</th><th>Likelihood</th><th>Impact</th><th>Owner</th><th>Mitigation</th></tr>
<tr><td>Open flame</td><td>§13–§15</td><td>Med</td><td>High</td><td>Safety + SFX</td><td>Marshal, line charged, O₂ meter, gel barriers, IR checks</td></tr>
<tr><td>Night hypothermia</td><td>Nights</td><td>Med</td><td>Med</td><td>AD</td><td>Warm tents, hot drinks, hand warmers, rotation</td></tr>
<tr><td>Telephoto on condor</td><td>POV plates</td><td>Low</td><td>Med</td><td>Grip</td><td>Harness, rail, weather locks, wind thresholds</td></tr>
<tr><td>Blank discharge</td><td>§11C, §14</td><td>Low</td><td>High</td><td>Armorer</td><td>Hot/cold calls, shields, distance, PPE</td></tr>
</table>
</section>
<section id="sec-33">
<h2>33) Night Shoots • Fatigue Management <a class="anchor" href="#sec-33">#</a></h2>
<ul class="tight">
<li>Max 12 on‑premise hours; enforce turnarounds; shuttle for crew after 3am wrap.</li>
<li>Lighting lanes marked for terrain safety; red path lights where in frame.</li>
<li>Meal timing: hot soup at midnight; hydration logs for G&E and SFX.</li>
</ul>
</section>
<section id="sec-34">
<h2>34) Environmental Care • Wildlife • Noise <a class="anchor" href="#sec-34">#</a></h2>
<ul class="tight">
<li>Fog fluid MSDS reviewed; avoid waterways; spill kits at generators.</li>
<li>Noise windows coordinated with residents; low‑frequency tests before shoot.</li>
<li>Respect nesting seasons; no real raptor imagery used for marketing.</li>
</ul>
</section>
<section id="sec-35">
<h2>35) Permitting • Agreements • Notices <a class="anchor" href="#sec-35">#</a></h2>
<ul class="tight">
<li>Private road MOU for FR‑12 optics; fire permit issued; law‑enforcement presence for weapons discharge scenes.</li>
<li>Neighbor notices 72 hours ahead of nights; hotline posted.</li>
</ul>
</section>
<section id="sec-36">
<h2>36) Distribution Deliverables • EPK <a class="anchor" href="#sec-36">#</a></h2>
<div class="grid2">
<div class="kv"><h3>Assets</h3><ul class="tight">
<li>Trailer (60/30/15); Teasers (2×)</li>
<li>Poster one‑sheet; Key art variations; Stills (min 20)</li>
<li>Director statement (≤400 words); Production notes (≤1200 words)</li>
</ul></div>
<div class="kv"><h3>Files</h3><ul class="tight">
<li>ProRes master + DCP</li>
<li>Captions (.srt + .itt); AD track</li>
<li>Credits .txt; cue sheet; COIs; chain of title</li>
</ul></div>
</div>
</section>
<section id="sec-37">
<h2>37) Brand • Title Treatment • Graphics <a class="anchor" href="#sec-37">#</a></h2>
<ul class="tight">
<li>Title cards have subtle gate flutter; cyan‑lean blacks preserved.</li>
<li>Marketing minimizes porch gel colors; keep creature silhouette sacred.</li>
</ul>
</section>
<section id="sec-38">
<h2>38) Change Log • Version Control <a class="anchor" href="#sec-38">#</a></h2>
<ul class="tight">
<li>Document compiled: <strong>2025-10-19 17:27 UTC</strong>.</li>
<li>Changes: Extended sections §21–§40 added; TOC + search; checklists persist; print CSS.</li>
</ul>
</section>
<section id="sec-39">
<h2>39) One‑Day Salvage Plan <a class="anchor" href="#sec-39">#</a></h2>
<p>If time collapses to a single shoot day, capture these <em>must‑haves</em> to preserve the film’s identity:</p>
<ol>
<li>§11C Final Kill coverage (shots 1–4) with silhouette + Empty‑to‑Click cadence.</li>
<li>§4 Ridge plates with low‑lying fog + telephoto POV passes.</li>
<li>§3 key beats: Cold Open aftermath (§1), Mason tower yank (§4‑3), Hall crash tableau (§11B‑2), Scene 24 porch bulbs swap (§15).</li>
<li>§6 sound plates: wind beds, air‑pressure dips, glass creak, seatbelt ping.</li>
</ol>
</section>
<section id="sec-40">
<h2>40) Archive • Wrap • Data Preservation <a class="anchor" href="#sec-40">#</a></h2>
<ul class="tight">
<li>3‑2‑1 backup of picture/sound/VFX; LTO write + verify; store in two geos.</li>
<li>Archive this bible as PDF + HTML; include LUTs, tone references, and QC reports.</li>
</ul>
</section>
<section id="sec-41" class="page-break">
<h2>41) Appendices • Templates <a class="anchor" href="#sec-41">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>A) Mini Call Sheet (sample)</h3>
<table class="tbl small">
<tr><th>Call</th><th>Location</th><th>Notes</th></tr>
<tr><td>14:00</td><td>Liv House/Barn</td><td>Night exteriors, fog lanes, §11C</td></tr>
<tr><td>18:00</td><td>Trailhead FR‑12</td><td>Checkpoint coverage, cones</td></tr>
</table>
</div>
<div class="kv">
<h3>B) Daily Safety Meeting (sample)</h3>
<ul class="tight checklist">
<li><label><input type="checkbox">Weather & terrain</label></li>
<li><label><input type="checkbox">Fire & fog protocols</label></li>
<li><label><input type="checkbox">Weapon status (cold/hot)</label></li>
<li><label><input type="checkbox">Fatigue & turnaround</label></li>
<li><label><input type="checkbox">Emergency contacts posted</label></li>
</ul>
</div>
</div>
</section>
<div class="hr"></div>
<p class="small"><strong>If this is the only document you find:</strong> shoot the scenes in §11 shotlists, obey the Non‑Negotiables in §0, keep the owl unrevealed until the finale, and use the sound rules in §6. The film will be <em>OWL</em>.</p>
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<span>OWL Bible — Creative‑Only</span>
<span class="tag">No safety</span><span class="tag">No permits</span><span class="tag">No logistics/schedule</span>
<span class="badge">Compiled 2025-10-19 19:31 UTC</span>
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<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Creative Canon Only</span></h1>
<p class="small">Authoritative blueprint for <em>story, tone, cinematography, sound, and scene architecture.</em> All operational/safety/permit/schedule content intentionally omitted.</p>
<section id="nonneg">
<h2>0) Creative Non‑Negotiables <a class="anchor" href="#nonneg">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Form</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003 — no smartphones; SD 4:3 for in‑universe broadcasts only.</li>
<li><strong>Creature visibility:</strong> No clean reveal until finale; ≤4s cumulative full‑owl silhouette in Act III.</li>
<li><strong>POV grammar:</strong> 700–1200 mm from above; micro‑yaw ticks; never show eyes/feathers directly.</li>
<li><strong>Silence doctrine:</strong> <u>No score under kills.</u> Fear = air pressure, wind, creaks, glass.</li>
<li><strong>Atmosphere:</strong> low‑lying fog lanes at night; visible breath; thaw/ice texture.</li>
<li><strong>Ending:</strong> Liv kills the owl; Scene 24 replaces porch bulbs with <em>white</em>. No sequel wink.</li>
</ul>
</div>
<div class="card">
<h3>Theme/Tone</h3>
<ul class="tight">
<li>Denial → Acceptance • Signal vs. Silence • Stewardship lost → predation fills vacuum.</li>
<li>“Rural giallo”: color as airbrush (sodium/halogen/porch‑gel), not candy.</li>
<li>Understatement: minimal dialogue; facts outsourced to news desk.</li>
</ul>
</div>
</div>
</section>
<section id="canon-add">
<h2>1) Canon Additions — Ray Hanlon & Opening Architecture <a class="anchor" href="#canon-add">#</a></h2>
<div class="card">
<h3>Raymond “Ray” Hanlon — Retired CDF Fire Captain (Age 68)</h3>
<ul class="tight">
<li>Lifelong Sierra County resident; respected; quiet competence; widower living alone.</li>
<li>Old guard of stewardship: woodpile, camera checks for Forest Service, winter truffle/hedgehog foraging.</li>
<li>Occasional KXTL features honoring volunteerism; known by first name across agencies.</li>
</ul>
<h4>Thematic Function</h4>
<ul class="tight">
<li><strong>Dual gaze:</strong> tactile earth-seeing (truffles) + technological seeing (game camera) — both fail to see what’s above.</li>
<li><strong>Bridge between eras:</strong> pre‑surveillance wisdom now tending the tools that will record his death.</li>
<li><strong>Town aftershock:</strong> His absence creates a vacuum of calm competence the town cannot name but we feel.</li>
</ul>
</div>
<div class="grid2">
<div class="card">
<h3>Cold Open — “Volunteer Naturalist” (2½–3 min)</h3>
<p class="small">Overcast dawn, pale blue‑gray 5200K; snow melt; visible breath; aspect 2.39. Lenses 40/70, with 16mm inserts.</p>
<ol>
<li><strong>Shot 1 — Establishing (0:00–0:20):</strong> Wide static: muddy spur; small truck. Low wind, melt drip, distant crow. Man + dog enter. No dialogue.</li>
<li><strong>Shot 2 — Forager’s Routine (0:20–1:10):</strong> Handheld medium; crouch; brush leaves; knife frees pale truffle; cloth bag. Sub‑bass forest resonance begins.</li>
<li><strong>Shot 3 — The Game Camera (1:10–1:40):</strong> Deer path; camo box; leaking AAs; sleeve wipe; LED red→green→steady; fulfilled duty breath-out.</li>
<li><strong>Shot 4 — Canopy Silence (1:40–2:10):</strong> Dog ears prick; birds stop; melt drip ceases. Fixed game‑cam POV; background branch flexes unnaturally high.</li>
<li><strong>Shot 5 — Predation (2:10–2:45):</strong> From game‑cam POV: motion blur, snow cascade, impact vibration. Dog whimper, then nothing. LED blinks.</li>
<li><strong>Shot 6 — Posthumous Image (2:45–end):</strong> Static on LED blinking; water drip on lens; wind returns like slow breathing. <em>Title:</em> <strong>OWL</strong> — Yuba Ridge, Sierra County — January 2003.</li>
</ol>
<blockquote class="small">Symbols: Truffle = hidden beneath; Camera = hidden beyond; Dog = instinct; LED = artificial eye; Melt = transition; Silence = ancient order.</blockquote>
</div>
<div class="card">
<h3>Town Vacuum (Untold, Felt)</h3>
<ul class="tight">
<li>Post‑Ray, the “human redundancy system” fails: wrong callouts, delays, misreads. No one says it; routines just break.</li>
<li>Sheriff Hall knows Ray’s value; after Hall’s later death, structure collapses — Deputy <strong>Colton</strong> inherits duty without lineage.</li>
<li>Colton is not a villain; he’s capable but procedural — respected uniform, distrusted understanding.</li>
</ul>
</div>
</div>
</section>
<section id="post-title">
<h2>2) Post‑Title Broadcast → Live Press Conference → Mason TV <a class="anchor" href="#post-title">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Broadcast (Minimal Exposition)</h3>
<ul class="tight">
<li>Smash after title to KXTL 7 mid‑line: “...identified as sixty‑eight‑year‑old Raymond Hanlon of Yuba Ridge, a retired CDF captain known throughout Sierra County.”</li>
<li>Lower‑third: “MISSING MAN FOUND DEAD NEAR COLD CREEK.”</li>
<li>Anchor: “We now take you live to Yuba Ridge, where Sheriff Richard Hall is addressing the community.”</li>
</ul>
</div>
<div class="card">
<h3>Press Conference — Community Hall (Nipomo Men’s Club)</h3>
<ul class="tight">
<li>Flat municipal feed; single cam; mild PA feedback. Hall at podium; <strong>Deputy Colton</strong> present but off‑axis, rarely in focus.</li>
<li>Hall: “...no indication of an ongoing public safety threat...” <span class="muted">body betrays doubt; fingers steady the page.</span></li>
<li>Q&A: politely insistent; “animal attack?” → “One of several possibilities.”</li>
<li><strong>Cut to Mason’s living room:</strong> same feed continues on CRT; anchor signs off in background; Mason kills the TV. Domestic silence.</li>
</ul>
</div>
</div>
</section>
<section id="driving">
<h2>3) Driving — “The Shockwave” Score Sequence <a class="anchor" href="#driving">#</a></h2>
<div class="card">
<p class="small"><strong>Concept:</strong> The cold open + title = detonation (light/impact). This sequence = the shockwave arriving. Score begins exactly on the drone cut.</p>
<ul class="tight">
<li><strong>Opening:</strong> Smash to overhead drone tracking Mason’s truck on thawing two‑lane. Camera = predatory glide (no flourish).</li>
<li><strong>Score entry (0:00):</strong> Low, concussive bloom → slow heartbeat‑like pulse → airy metallic tail. No melody, no drums.</li>
<li><strong>Visual rhythm:</strong> Overhead glide → ground‑level mirror flashes → interior isolations → overhead rise revealing valley; score recedes to wind.</li>
<li><strong>Metaphor:</strong> We hear the world react to what already happened. The camera is the owl’s awareness, not its body.</li>
</ul>
</div>
</section>
<section id="story-tone">
<h2>4) Story • Theme • Tone (Concise) <a class="anchor" href="#story-tone">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Logline</h3>
<p>A remote Sierra town misreads killings as a cougar while a silent apex predator hunts from above. After Mason and Sheriff Hall die, Liv ends the threat and restores plain daylight.</p>
<h3>Theme</h3>
<p>Human sight vs. nature’s quiet dominion; stewardship lost begets predation.</p>
</div>
<div class="card">
<h3>Tonal Nails</h3>
<ul class="tight">
<li>Stylized restraint; documentary physicality; minimal dialogue.</li>
<li>Broadcasts carry facts; scenes carry feeling.</li>
</ul>
</div>
</div>
</section>
<section id="characters">
<h2>5) Characters & Relationships <a class="anchor" href="#characters">#</a></h2>
<div class="grid3">
<div class="card">
<h3>Liv</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → restoration (white bulbs).</li>
<li>Competence without speeches; neutral earth‑tone wardrobe.</li>
</ul>
</div>
<div class="card">
<h3>Mason</h3>
<ul class="tight"><li>Act I POV; ex‑firefighter; dies on surge tower confirming “invisible threat” grammar.</li></ul>
</div>
<div class="card">
<h3>Sheriff Hall • Deputy Colton</h3>
<ul class="tight">
<li><strong>Hall:</strong> steady, knows Ray’s value; dies later, doubling the vacuum.</li>
<li><strong>Colton:</strong> 40s; capable/procedural outsider; inherits duty without local lineage.</li>
</ul>
</div>
</div>
<div class="grid2">
<div class="card">
<h3>Ray Hanlon (see §1)</h3>
<ul class="tight"><li>His death removes the town’s quiet stabilizer; never said aloud, always felt.</li></ul>
</div>
<div class="card">
<h3>The Owl (On‑Screen Rules)</h3>
<ul class="tight">
<li>Mass implied via <em>set‑downs</em> (no drag); threat display = defensive mantle; matte dark; <strong>no eye glow</strong>.</li>
</ul>
</div>
</div>
</section>
<section id="beats">
<h2>6) Beat Spine • Early Page Targets <a class="anchor" href="#beats">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Seq</th><th>Title</th><th>Pages</th><th>Purpose</th></tr>
<tr><td>1</td><td>Cold Open — Volunteer Naturalist</td><td>1–4</td><td>Realism; dual gaze; death unseen.</td></tr>
<tr><td>2</td><td>Title → Broadcast → Live Presser → Mason TV</td><td>5–8</td><td>World absorbs loss; civic ritual; private silence.</td></tr>
<tr><td>3</td><td>Driving — Shockwave</td><td>9–10</td><td>Introduce score grammar; owl as awareness.</td></tr>
<tr><td>4</td><td>First Night Hunt</td><td>11–18</td><td>Escalation with no creature music.</td></tr>
<tr><td>5</td><td>Mason Surge Tower</td><td>19–23</td><td>Impact by absence; sound design bed.</td></tr>
</table>
</div>
</section>
<section id="dp">
<h2>7) Visual Grammar (DP Bible) <a class="anchor" href="#dp">#</a></h2>
<div class="grid3">
<div class="card">
<h3>Lenses & Filters</h3>
<ul class="tight">
<li>16/25/28/35 for woods; 40 for interiors; 70 for locked dread; 700–1200 for owl POV.</li>
<li>1/8–1/4 BPM bloom; ND stacks for night car. Gate flutter on title cards.</li>
</ul>
</div>
<div class="card">
<h3>Lighting Map (Look)</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>Hard cones; fog flare; period correct.</td></tr>
<tr><td>Sodium pools</td><td>2000–2500</td><td>Roadside; cyan‑lean blacks in grade.</td></tr>
<tr><td>Porch floods</td><td>2700 + R/G</td><td>Motif; minimized in marketing.</td></tr>
<tr><td>Dawn overcast</td><td>5200</td><td>Pale blue‑gray; melt sheen.</td></tr>
</table>
</div>
<div class="card">
<h3>Composition Rules</h3>
<ul class="tight">
<li>Subjects small; canopy heavy; horizon low.</li>
<li>Cut on “air events” not dialogue.</li>
<li>Owl POV = smooth glide + micro yaws (2–8°).</li>
</ul>
</div>
</div>
</section>
<section id="sound">
<h2>8) Sound & Score Doctrine <a class="anchor" href="#sound">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; branch shear; tarp cry; glass creak; seatbelt ping; wind like breathing.</li>
<li><strong>No creature vocal</strong> until burning screech + final deep hoot.</li>
</ul>
</div>
<div class="card">
<h3>Score Motifs</h3>
<ul class="tight">
<li><strong>Shockwave Motif:</strong> low concussive bloom → heartbeat pulse → airy metallic tail (begins on drone cut).</li>
<li>Dark goth‑outrun minimalism; early‑DAW texture; narrow stereo; <u>never under kills.</u></li>
</ul>
</div>
</div>
</section>
<section id="vfx">
<h2>9) Aerial • VFX • Shadow Grammar <a class="anchor" href="#vfx">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Owl‑POV Capture</h3>
<ul class="tight">
<li>High telephoto plates from elevated positions; cable‑glide for long glides; FPV dives as plates (no anatomy).</li>
<li>Program micro‑yaw; seek parallax flattening; fog shears as motion language.</li>
</ul>
</div>
<div class="card">
<h3>Shadow (Optional)</h3>
<ul class="tight">
<li>Occasional implied silhouette/gobo for stalking passes; never during finale reveal.</li>
</ul>
</div>
</div>
</section>
<section id="excerpts">
<h2>10) Script Tone Excerpts <a class="anchor" href="#excerpts">#</a></h2>
<div class="card"><div class="code">
INT. COMMUNITY HALL — NIGHT (LIVE FEED)
HALL
...there’s no indication of an ongoing public safety threat. We’re asking residents to avoid speculation.
The PA hum lingers. A flashlight pops once. COLTON stands off to the side, still, eyes on the doors.
</div></div>
<div class="card"><div class="code">
EXT. ROAD — DAY — OVERHEAD
A small truck threads a black ribbon through thawing pines. The camera glides above it, too steady to be human.
The first low note arrives like pressure — a sound catching up to something the world already saw.
</div></div>
</section>
<section id="theme">
<h2>11) Negative Space Arc — How Absence Works Onscreen <a class="anchor" href="#theme">#</a></h2>
<ul class="tight">
<li>After Ray: routines break without comment; townspeople call each other instead of the sheriff; news tone feels smaller than grief.</li>
<li>After Hall: procedural shell remains; center gone. Colton’s capability ≠ belonging. Distance frames, not speeches, tell this.</li>
<li>Predation is a vacuum‑filler, not a cause. The owl expands where stewardship recedes.</li>
</ul>
</section>
<div class="hr"></div>
<p class="small"><strong>Build intent:</strong> Use these pages to protect tone, image grammar, and narrative restraint. Everything else is replaceable.</p>
</div>
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<header>
<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Unified Canon • EXTENDED</span></h1>
<p class="small">Authoritative blueprint compiled strictly from the user’s uploaded canon files (story bibles, production bibles, full treatments, and the Rural Giallo addendum). If this is the <em>only</em> document on set, you can shoot the show exactly as intended.</p>
<div class="badges"><span class="tag">Scope 2.39</span><span class="tag">Night‑heavy</span><span class="tag">Telephoto grammar</span><span class="tag">Low‑lying fog</span><span class="tag">No creature music</span></div>
</header>
<!-- 0 -->
<section id="sec-0">
<h2>0) Non‑Negotiables (Creative & Safety) <a class="anchor" href="#sec-0">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Creative Absolutes</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003. No smartphones. News is <strong>SD 4:3 desk‑only</strong>.</li>
<li><strong>Creature visibility:</strong> no clean reveal until finale; ≤ <strong>4 seconds</strong> cumulative full‑owl silhouettes across Act III.</li>
<li><strong>Owl POV grammar:</strong> long‑lens height; smooth glide, <em>micro‑yaw</em> head ticks.</li>
<li><strong>Silence strategy:</strong> <u>no score under kills.</u> Terror = air, wind, creaks, glass.</li>
<li><strong>Color logic:</strong> motivated sources only (porch gels, sodium, halogen, CRTs, gas‑neon); no candy gels.</li>
<li><strong>Ending:</strong> Liv shoots the owl. <em>Scene 24:</em> swap porch bulbs to <u>white</u>. No sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Absolutes</h3>
<ul class="tight">
<li><strong>Fire nights:</strong> marshal present; charged line; exclusion arcs; no drone during flame.</li>
<li><strong>Weapons:</strong> armorer handles loads/clears; hot/cold calls; PPE; downrange lock.</li>
<li><strong>Night:</strong> terrain lighting; hypothermia plan; fog MSDS; EMS on burn/crash nights.</li>
</ul>
</div>
</div>
<aside class="callout small"><strong>Use:</strong> skim TOC, then execute sections in order. Checklists persist locally. Print to paper before night one.</aside>
</section>
<!-- 1 -->
<section id="sec-1">
<h2>1) Story • Theme • Tone <a class="anchor" href="#sec-1">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → Acceptance • Signal vs Silence • Nature’s indifference vs human narrative.</p>
<h3>Rating</h3><p>Primary: R (intensity, aftermath). PG‑13 protection path in §17.</p>
</div>
<div class="kv">
<h3>Tonal Nails</h3>
<ul class="tight">
<li><strong>Rural giallo:</strong> stylized restraint; color as airbrush (sodium/halogen/porch‑gel) layered over realism.</li>
<li><strong>Documentary physicality:</strong> visible breath; fog lanes; wind; weight on ground.</li>
<li><strong>Understatement:</strong> minimal dialogue; facts live at the news desk; scenes communicate feeling.</li>
</ul>
</div>
</div>
</section>
<!-- 2 -->
<section id="sec-2">
<h2>2) Characters & Functions <a class="anchor" href="#sec-2">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv — Final Protagonist</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → quiet restoration (porch bulbs).</li>
<li>Competence: makes patterns; acts without speeches.</li>
<li>Key beats: barn prep; silhouette walk; “Shut up.” → single shot.</li>
<li>Wardrobe: work jacket + thermal; earth tones; period‑correct boots.</li>
</ul>
</div>
<div class="kv">
<h3>Mason — Act I POV</h3>
<ul class="tight">
<li>Reliable ex‑firefighter; dies at <em>tarped hybrid tower</em>; leaves truck, Zippo, and shotgun that enable Liv.</li>
</ul>
</div>
<div class="kv">
<h3>Hall • Colson • Ruiz Family</h3>
<ul class="tight">
<li><strong>Sheriff Hall:</strong> public “cougar” stance; porch visit; road crash death.</li>
<li><strong>Deputy Colson:</strong> inherits hunt; escorts Liv at FR‑12 closure; sees the dead owl at dawn.</li>
<li><strong>Ruiz family:</strong> grief → vengeance; their loss fuels town hunt ferocity.</li>
</ul>
</div>
</div>
</section>
<!-- 3 -->
<section id="sec-3">
<h2>3) Chronology • Beat Sheet • Page Targets <a class="anchor" href="#sec-3">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Act</th><th>Seq#</th><th>Title</th><th>Pages</th><th>Minutes</th><th>Purpose</th></tr>
<tr><td>I</td><td>1</td><td>Cold Open — The Wrong Cat</td><td>1–4</td><td>3–4</td><td>Plant misread (cougar); aftermath language.</td></tr>
<tr><td>I</td><td>2</td><td>Mason’s World</td><td>5–12</td><td>7–8</td><td>Normal; competence; skepticism.</td></tr>
<tr><td>I</td><td>3</td><td>First Night Hunt (2 kills)</td><td>13–20</td><td>7–8</td><td>Escalation; terror grammar.</td></tr>
<tr><td>I</td><td>4</td><td>Surge Tower — Mason</td><td>21–25</td><td>4–5</td><td>Signature kill; silence under impact.</td></tr>
<tr><td>II</td><td>5</td><td>Public Pressure</td><td>26–29</td><td>3</td><td>Groupthink; cougar locked.</td></tr>
<tr><td>II</td><td>6</td><td>Ruiz Crash Discovery</td><td>30–36</td><td>6</td><td>Ejected 100+ yds; no drag.</td></tr>
<tr><td>II</td><td>7</td><td>Desk News — FR‑12 Closed</td><td>37–38</td><td>1</td><td>Facts in SD 4:3.</td></tr>
<tr><td>II</td><td>8</td><td>Colson & Ruiz</td><td>39–44</td><td>5</td><td>Vengeance statements; town hardens.</td></tr>
<tr><td>II</td><td>9</td><td>Owl‑POV on Liv</td><td>45–52</td><td>7</td><td>Predator distance; zero anatomy.</td></tr>
<tr><td>II</td><td>10</td><td>FR‑12 Escort</td><td>53–56</td><td>3</td><td>Logistics; later barrier to escape.</td></tr>
<tr><td>II</td><td>11</td><td>Second Hunt (3 kills)</td><td>57–66</td><td>9</td><td>Pressure; town empties.</td></tr>
<tr><td>III</td><td>12</td><td>Barn Prep</td><td>67–72</td><td>5</td><td>Plan; quiet geometry.</td></tr>
<tr><td>III</td><td>13</td><td>Barn Eruption</td><td>73–77</td><td>4</td><td>Only screech; silhouette mass.</td></tr>
<tr><td>III</td><td>14</td><td>Final Kill — Empty to Click</td><td>78–85</td><td>7</td><td>Payoff; ≤4 s full‑owl; silence.</td></tr>
<tr><td>III</td><td>15</td><td>Scene 24 — Restoration</td><td>86–90</td><td>4</td><td>Color off‑switch; dawn neutrality.</td></tr>
</table>
</div>
</section>
<!-- 4 -->
<section id="sec-4">
<h2>4) Locations • Diagrams • Vantage Plans <a class="anchor" href="#sec-4">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Ridge / Trailhead (Night)</h3>
<div class="diagram"> [North]
Pines Pines
┌──────────┬──────────┐
│ Fog Corr│ Fog Corr│ ← low-lying fog lanes
│ │ │
│ (A) │ (B) │ (A) search line path
└──────────┴──────────┘
Road FR‑12 → cones → Sheriff checkpoint
</div>
<p class="small">Telephoto overhead positions on lift at (A)/(B). Avoid rotor wash in fog corridors.</p>
</div>
<div class="kv">
<h3>Liv House / Barn</h3>
<div class="diagram">House —— 40m —— Barn
[Porch floods (R/G)] [Doors toward field]
Field (final tableau)
Fog line across lower third →→→</div>
<p class="small">Finale back‑rim from porch gels; fire spill from barn; field for 70 mm tableau.</p>
</div>
</div>
</section>
<!-- 5 -->
<section id="sec-5">
<h2>5) Visual Grammar (DP Bible) <a class="anchor" href="#sec-5">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Lenses & Filters</h3>
<ul class="tight">
<li>16/25/28/35 for proximity woods; 40 for interiors; 70 locked dread; 600+ for owl POV.</li>
<li>Filtration: 1/8–1/4 BPM for bloom on sodium/fire; ND stacks for night car.</li>
</ul>
</div>
<div class="kv">
<h3>Lighting Map (Motivated)</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3400</td><td>Hard cones; fog flare; era‑correct.</td></tr>
<tr><td>Sodium street pools</td><td>~2000</td><td>Lonely road hum; keep cyan‑lean blacks in grade.</td></tr>
<tr><td>Porch floods</td><td>2700 + R/G</td><td>Signature motif (subtle spill/edges, not washes).</td></tr>
<tr><td>LED flashlights</td><td>~8000</td><td>Thin cyan‑green edge; hunts; Liv’s hand light.</td></tr>
<tr><td>Fire spill</td><td>1800–2200</td><td>Finale; ember bokeh; violet only in upper smoke.</td></tr>
</table>
</div>
<div class="kv">
<h3>Composition & Edit</h3>
<ul class="tight">
<li>Subjects small; horizon low; canopy heavy.</li>
<li>Move only when earned; cut on “air events”.</li>
<li>Owl POV glides; <em>micro‑yaws</em> (2–8°).</li>
</ul>
</div>
</div>
</section>
<!-- 6 -->
<section id="sec-6">
<h2>6) Sound Design • Mix Targets <a class="anchor" href="#sec-6">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; branch shear; tarp cry; glass creak; seatbelt “ping”.</li>
<li>Tinnitus (L bias) post‑impact; collapse to wind bed.</li>
<li><strong>No creature vocal</strong> except burning screech and the final deep hoot.</li>
</ul>
</div>
<div class="kv">
<h3>Mix & Loudness</h3>
<ul class="tight">
<li>Dialogue anchor ~ −24 LKFS ±2; peaks ≤ −2 dBFS; dynamic range preserved.</li>
</ul>
</div>
<div class="kv">
<h3>Score Doctrine</h3>
<ul class="tight">
<li>Minimal analog (Carpenter lineage), early‑2000s texture, narrow stereo.</li>
<li>No percussion under narrative; absolutely none under kills.</li>
</ul>
</div>
</div>
</section>
<!-- 7 -->
<section id="sec-7">
<h2>7) Creature • Behavior • On‑Screen Rules <a class="anchor" href="#sec-7">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Behavior (On‑Screen Facts)</h3>
<ul class="tight">
<li>Perch → drop; crush skull/ribs; feeds on face/extremities (implied).</li>
<li>Implied lift capacity from <strong>set‑down</strong> forensics (no drag).</li>
<li>Avoids tight interiors; prefers rafters/roofs/trees.</li>
<li>Vocalizations: none until Act III — <em>burning screech</em>, then <em>deep hoot</em> before death.</li>
</ul>
</div>
<div class="kv">
<h3>Visibility & Depiction</h3>
<ul class="tight">
<li>Fragments only until finale; silhouette mass against fire/smoke.</li>
<li>Full‑owl cumulative ≤ 4 seconds across Act III. No “hero” close‑ups.</li>
<li><em>No eye shine</em>; plumage matte; char edges in finale.</li>
</ul>
</div>
</div>
</section>
<!-- 8 -->
<section id="sec-8">
<h2>8) SFX Fire • Barn • Ember Logistics <a class="anchor" href="#sec-8">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Hybrid Plan (Preferred)</h3>
<ul class="tight">
<li>Interior flame bars; ember boxes; silhouette emphasis.</li>
<li>VFX augments wings only where needed; keep creature practical‑feeling.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Protocols</h3>
<ul class="tight">
<li>Marshal; charged 1.5″ line; gel barriers; no overhead flame on creature silhouette rig.</li>
<li>Exclusion zones; IR thermometer checks; stop‑work authority.</li>
</ul>
</div>
<div class="kv">
<h3>Plates to Capture</h3>
<ul class="tight">
<li>Clean fire wall; ember passes; smoke‑black plates; empty field after action; HDRI of flame field.</li>
</ul>
</div>
</div>
</section>
<!-- 9 -->
<section id="sec-9">
<h2>9) Aerial / POV / Shadow Methods <a class="anchor" href="#sec-9">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Owl‑POV Capture</h3>
<ul class="tight">
<li>High static long‑lens (600+ mm) for distant watchfulness; cable‑glide for slow axial creeps.</li>
<li>Program <em>micro‑yaw</em> moves; parallax flattening; fog shears.</li>
</ul>
</div>
<div class="kv">
<h3>Shadow Gobo (Optional)</h3>
<ul class="tight">
<li>Projector with wing outline for stalking passes on tarps/barn/road; separate night from flame; never literal.</li>
</ul>
</div>
</div>
</section>
<!-- 10 -->
<section id="sec-10">
<h2>10) Editorial • Color • Deliverables <a class="anchor" href="#sec-10">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Pipeline</h3>
<ul class="tight">
<li>Ingest → proxies → offline → conform → ACEScct grade (cyan‑lean blacks).</li>
<li>Broadcast inserts: HD→SD down‑rez to SD 4:3 with light CRT curvature.</li>
</ul>
</div>
<div class="kv">
<h3>Naming & Folders</h3>
<div class="code">/OWL/PROD/{date}/CAM/A001_####.mov
/OWL/AUDIO/PROD/DAY03/BWF/A003_####.wav
/OWL/VFX/PLATES/SC014/OWL_SC014_PLATE_001.exr
/OWL/EDL/REELS/R02_OWL_FINEDL_v###.edl</div>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP (Scope 2.39); 4K/2K SDR ProRes masters; 5.1 + 2.0; M&E; CC; AD; poster stills.</li>
</ul>
</div>
</div>
</section>
<!-- 11 -->
<section id="sec-11">
<h2>11) Scene Deck — Script Treatment + Cinematography Notes <a class="anchor" href="#sec-11">#</a></h2>
<div class="card">
<h3>0. Pre‑Title: Cold Open — Forest Kill (Night)</h3>
<p class="small"><strong>Beat:</strong> Plant cougar misread; establish silence grammar.</p>
<div class="grid2">
<div>
<h4>Action (locked)</h4>
<div class="code">A worker’s headlamp cuts a cone through brush. A real cougar crosses, half‑seen.
He kneels at a gate latch. The cougar’s ears turn — up.
Air moves. A black weight drops, perfectly silent.
The lamp pinwheels into fog. Aftermath: drag lines and raked fabric that read “cougar.”
TITLE: OWL.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>16 mm canopy → 600 mm on cougar; shallow DOF to lose background.</li>
<li>Headlamp ~8000 K; distant sodium ~2000 K; no score; cut on aftermath.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>1. Town Day World / Sheriff Hall Setup (Day)</h3>
<p class="small"><strong>Beat:</strong> Reality anchor; call to Mason.</p>
<div class="grid2">
<div>
<h4>Action (locked)</h4>
<div class="code">Hall checks radios and sign‑ins; volunteers stage.
HALL (into phone): Need you on the ridge. Tower beacon’s dark. Bring your keys.
MASON (V.O.): I’m coming.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>40 mm daylight naturalism; breath; contrast Hall’s warm Maglite vs. cold LEDs.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>2. First Cougar Hunt — Two Dead (Night)</h3>
<p class="small"><strong>Beat:</strong> Misdirection cements.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="code">Teams spread with radios and cold LED beams. Dogs hush.
We do not show attacks: a cut rope swing, a dropped radio, a flashlight spinning out.
By morning: two locals missing; evidence reads cougar.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>600 mm tele compression down trails; beams as geometry; no score.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>3. Liv in Bed — “Tomorrow?” (Night)</h3>
<p class="small"><strong>Beat:</strong> False‑lead pivot; Liv withheld.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">Dim porch floods leak faint RED/GREEN through curtains.
LIV lies half‑awake, turned to the wall. A PHONE vibrates.
Mason dresses as he answers.
MASON (low) Yeah.
DISPATCH (V.O.) Tower’s dark again. Beacon and radio. Can you go?
MASON Okay.
LIV (quiet) Tomorrow?
MASON Tomorrow.
LIV Porch light.
MASON Yeah.
Door click. Amber headlights roll into the dark.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>40 mm slow dolly; CRT CC barely legible; hush mix; no needle‑drop.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>4. Mason at the Stranded Lookout — Signature Kill (Night)</h3>
<p class="small"><strong>Beat:</strong> False lead ends.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">Amber headlights catch a steel tower wrapped in weathered sheeting.
Mason resets a cabinet; the red beacon blinks weakly, dies.
The tarp bellies like a lung, then still.
The OWL DROPS — a black mass. No sound; only air displacement. Flashlight skitters.
TALONS punch. A slam. The tower goes back to listening.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>600 mm on tarp pulsation; 70 mm locked hold; LED ~8000 K; zero vocals or gore.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>5. Surveillance of Liv (Night)</h3>
<p class="small"><strong>Beat:</strong> Presence without attack.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="code">Power line creaks. A heavy branch sheds snow with no wind.
A shadow crosses a window that shouldn’t have a shadow at this hour.
Liv listens. Nothing happens.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>16 mm slow pan with negative space; house ticks, fabric rustle; no score.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>6. Sheriff Hall Visit → Road Death (Night)</h3>
<p class="small"><strong>Beat:</strong> POV aligns to Liv after this.</p>
<div class="grid2">
<div>
<h4>Script</h4>
<div class="code">HALL: You got somewhere to stay?
LIV: I’m fine here.
HALL: We’ll run staggered patrols. Keep the porch light on.
He leaves. ON ROAD: Crown Vic glides through fog.
A black weight hits the windshield like a thrown tarp.
Glass stars; the car skates off into the timber. Cut on silence.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Maglite 3000 K vs. porch 8000 K spill; 70 mm profile; post‑impact tableau.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>7. Second Hunt Escalation — Three Dead (Night)</h3>
<p class="small"><strong>Beat:</strong> Organized failure.</p>
<div class="grid2">
<div>
<h4>Montage Grammar</h4>
<div class="code">Radios crackle. Volunteers in orange vests pass in and out of fog.
One beam flares, then lies still. Another sweeps a trunk ten feet up where something hangs.
We don’t show bodies. We show aftermath geometry.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Tele layering; subtract ambience prior to each break; one dropped radio hisses until shut.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>8. Two Near‑Town Deaths (Night)</h3>
<p class="small"><strong>Beat:</strong> Fear enters town edge.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="code">A figure crosses a yard under lingering red/green floods.
A chain‑link fence hums once as if a heavy coat touched it. Then stillness.
Neighbors offscreen: “Cat?” “Cat.”</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Porch floods saturate fog; keep frames wide, observed, anonymous; no scream.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>9. Decision: Truck / Zippo / Fuel (Night)</h3>
<p class="small"><strong>Beat:</strong> Liv acts; no speech.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">Ashtray: a battered ZIPPO. Flick. Flame.
Tailgate: JERRY CANS; PROPANE. The choice is physical.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>40 mm interior micro‑moves; flame as key; diesel idle/amber wash motif.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>10. Barn Prep (Night)</h3>
<p class="small"><strong>Beat:</strong> Tool logic; inventory exact.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="code">Doors yaw. Inside: SNOWPLOW blade, two ATVs, two old SNOWMOBILES, a SMALL ALUMINUM BOAT.
Fuel lines snake. Propane sits where it matters.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>40 mm tracking; LED pocket light skims metal; realism over romance.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>11. Burning Eruption (Night)</h3>
<p class="small"><strong>Beat:</strong> First and only screech.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">WHOOMPH. Fire crawls and climbs.
The OWL ERUPTS ON FIRE, scattering cinders, SCREECHING once.
It wheels and crashes near the farmhouse. The night holds its breath.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>True orange core; subtle green rim on Liv; faint violet only in upper smoke; no clean anatomy.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>12. Toolbox Reveal / Pump (Night)</h3>
<p class="small"><strong>Beat:</strong> First sight of shotgun.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">Liv opens the bed‑mounted TOOLBOX.
MASON’S SHOTGUN wrapped in an oil rag. She pumps once. Clack.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>40 mm close; sound takes the beat; no hero push‑in.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>13. Silhouette Walk (Night)</h3>
<p class="small"><strong>Beat:</strong> Poster frame.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">70 mm WIDE, low and locked: Barn a wall of fire.
Liv walks centered toward camera, shotgun across her hips. No score.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Edges only — green rim; violet smoke; no white key; ember texture.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>14. Final Hoot → Single Shot (Night)</h3>
<p class="small"><strong>Beat:</strong> Kill.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">From the trees: a DEEP HOOT — dominant, unsettling.
LIV Shut up.
She fires once. The body folds. Silence returns except for the barn.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Hold wide as long as possible; do not chase; silence after the shot.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>15. Denouement: CAL FIRE Smoke Report (Pre‑dawn)</h3>
<p class="small"><strong>Beat:</strong> Procedural, quiet end.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="code">A CAL FIRE engine noses in; strobes paint fog. The barn steams black.
Liv sits beside a tarp‑half‑covered carcass.
CAPTAIN (into radio): Smoke check complete. No visible flame. One deceased wildlife — unknown.
They don’t crowd her. They hold for Wildlife.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Pre‑dawn blue lifting; kill strobes after establishing; rely on porch green + amber.</li>
</ul>
</div>
</div>
</div>
<div class="card">
<h3>16. Scene 24 — Porch Lights (“Restoration”) (Dawn)</h3>
<p class="small"><strong>Beat:</strong> Normalcy returns (color reset).</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="code">Pale dawn. Liv unscrews the old RED and GREEN bulbs — one cracked, one dim — and replaces them with WHITE bulbs.
Click. The porch floods neutral. Her breath fades. Cut to black.</div>
</div>
<div>
<h4>Cinematography</h4>
<ul class="tight">
<li>Static 70 mm wide; bulbs ~5500 K vs ambient ~6000 K; no score.</li>
</ul>
</div>
</div>
</div>
</section>
<!-- 12 -->
<section id="sec-12">
<h2>12) Continuity • Forensics • No‑Drag Rule <a class="anchor" href="#sec-12">#</a></h2>
<ul class="tight">
<li><strong>Ruiz crash:</strong> windshield spidered; bodies found 100+ yards away; field shows <em>oval set‑downs</em>; <u>no drag marks</u>.</li>
<li><strong>Liv house:</strong> porch bulbs red/green present until §16; replaced with white at dawn.</li>
<li><strong>Hunt lines:</strong> LED beams + holiday leftovers read as giallo geometry inside naturalism.</li>
</ul>
</section>
<!-- 13 -->
<section id="sec-13">
<h2>13) Safety • Legal • On‑Set Protocols <a class="anchor" href="#sec-13">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Weapons</h3><ul class="tight">
<li>Only armorer handles, loads, clears props. Clear hot/cold each take. Eye/ear PPE. Distance + shields for lens‑close shots.</li>
</ul></div>
<div class="kv"><h3>Fire & Pyro</h3><ul class="tight">
<li>Marshal present; water line charged; oxygen awareness; exclusion arcs; no overhead flame on creature silhouette.</li>
</ul></div>
<div class="kv"><h3>Night & Terrain</h3><ul class="tight">
<li>Terrain lighting; warm tents; rotation; fog MSDS available; EMS on burn/crash nights.</li>
</ul></div>
</div>
</section>
<!-- 14 -->
<section id="sec-14">
<h2>14) Budget Bands • What You Get <a class="anchor" href="#sec-14">#</a></h2>
<table class="tbl small">
<tr><th>Scenario</th><th>Band</th><th>Days</th><th>Scope</th><th>Notes</th></tr>
<tr><td>Lean</td><td>$180–300k</td><td>15–18</td><td>Partial barn; crash tableau; one long‑lens POV night.</td><td>Keep owl silhouette; minimize VFX.</td></tr>
<tr><td>Intended</td><td>$450–900k</td><td>22–24</td><td>Hybrid barn; aerial POV plates; robust night G&E.</td><td>Recommended.</td></tr>
<tr><td>Full</td><td>$750k–1.5M</td><td>22–25</td><td>All set‑pieces; extended post polish.</td><td>Festival + streamer ready.</td></tr>
</table>
</section>
<!-- 15 -->
<section id="sec-15">
<h2>15) Marketing • Iconography <a class="anchor" href="#sec-15">#</a></h2>
<ul class="tight">
<li>Primary: Liv silhouette vs. barn inferno; shotgun across hips; green rim; violet smoke.</li>
<li>Secondary: tarped tower with failing red; LED beam smearing plastic.</li>
<li>Teasers: title only (“OWL”); no tagline on teaser cards.</li>
</ul>
</section>
<!-- 16 -->
<section id="sec-16">
<h2>16) PG‑13 Protection Path <a class="anchor" href="#sec-16">#</a></h2>
<ul class="tight">
<li>Hold impacts offscreen; extend aftermath silence; replace blood macro with cracked glass only.</li>
<li>Keep full‑owl total ≤3 s if needed; no gore inserts.</li>
</ul>
</section>
<!-- 17 -->
<section id="sec-17">
<h2>17) Failure Modes • Fallback Plans <a class="anchor" href="#sec-17">#</a></h2>
<ul class="tight">
<li><strong>No fog?</strong> Use wind + particulate + exposure bloom; add minimal CG fog plates later.</li>
<li><strong>No snow?</strong> Restrict to frost + breath; snow only in tight hero inserts made on sleds.</li>
<li><strong>Fire canceled?</strong> Run silhouette rig + smoke + heat haze + ember fans; CG augment only for plume.</li>
</ul>
</section>
<!-- 18 -->
<section id="sec-18">
<h2>18) Checklists • Progress <a class="anchor" href="#sec-18">#</a></h2>
<div class="grid3">
<div class="kv"><h3>Picture Night</h3><ul class="tight checklist">
<li><label><input type="checkbox">Fog lanes active</label></li>
<li><label><input type="checkbox">Safety briefing</label></li>
<li><label><input type="checkbox">Armorer briefing</label></li>
<li><label><input type="checkbox">Marshal briefing</label></li>
<li><label><input type="checkbox">LUT loaded</label></li>
<li><label><input type="checkbox">HDRI plate plan</label></li>
</ul></div>
<div class="kv"><h3>Fire Night</h3><ul class="tight checklist">
<li><label><input type="checkbox">Water line charged</label></li>
<li><label><input type="checkbox">IR checks scheduled</label></li>
<li><label><input type="checkbox">Exclusion arcs taped</label></li>
<li><label><input type="checkbox">Silhouette rig cleared</label></li>
<li><label><input type="checkbox">E‑stop tested</label></li>
</ul></div>
<div class="kv"><h3>Editorial</h3><ul class="tight checklist">
<li><label><input type="checkbox">Bins labeled: picture/sound</label></li>
<li><label><input type="checkbox">FX stem for air pressure</label></li>
<li><label><input type="checkbox">Broadcast SD cards</label></li>
<li><label><input type="checkbox">ACES export test</label></li>
</ul></div>
</div>
<div class="progress" aria-label="Checklist completion"><span id="progress-bar"></span></div>
<p class="small muted" id="progress-text">0% completed</p>
</section>
<div class="hr"></div>
<p class="small"><strong>If this is the only document you find:</strong> shoot the scenes in §11, obey the Non‑Negotiables in §0, keep the owl unrevealed until the finale, and use the sound rules in §6. That alone will preserve the film’s identity.</p>
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<strong class="small">OWL Bible — quick jump</strong>
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<span class="small muted">Compiled: 2025-10-20 05:43 UTC • Unified Canon Build</span>
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<header>
<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Unified Canon</span></h1>
<p class="small">This document locks the <strong>single source of truth</strong> across your latest 2003 Drop‑Dead story bibles and development files. It fixes omissions (explicitly: <strong>Sheriff Hall’s death</strong>), aligns names (<strong>Deputy Sheriff Colson</strong>), and carries forward all creative non‑negotiables, scene architecture, DP grammar, sound, SFX/VFX, forensics, and delivery rules. If the originator is unavailable, follow this paper and you will make <em>OWL</em>.</p>
<div class="badges"><span class="tag">Scope 2.39</span><span class="tag">Night‑heavy</span><span class="tag">Telephoto grammar</span><span class="tag">Rural giallo palette</span><span class="tag">No creature music</span></div>
</header>
<section id="sec-0">
<h2>0) Non‑Negotiables <a class="anchor" href="#sec-0">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Creative Locks</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003 — no smartphones; SD 4:3 for in‑universe broadcasts only.</li>
<li><strong>Owl visibility:</strong> <em>no clean reveal</em> until the finale; ≤ 4 s total full‑owl silhouette across the last kill.</li>
<li><strong>POV grammar:</strong> super‑tele 700–1200 mm from above; smooth glide with micro‑yaw head ticks; <em>never</em> show eyes/feathers in close.</li>
<li><strong>Silence doctrine:</strong> absolutely <u>no score under kills</u>; fear is air pressure, wind, creaks, glass, and after‑silence.</li>
<li><strong>Atmosphere:</strong> low‑lying fog lanes at night; visible breath; thaw/ice textures.</li>
<li><strong>Ending:</strong> Liv kills the owl; Scene 24 swaps porch floods to <strong>white</strong>. No sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Name Locks</h3>
<ul class="tight">
<li>Deputy Sheriff <strong>Colson</strong> (corrects earlier “Colton” spellings).</li>
<li>Yuba Ridge (fictional Sierra County town).</li>
</ul>
</div>
</div>
<aside class="callout small">Use this section to police improv, coverage creep, or trailer pressure. If something conflicts with §0, it is wrong.</aside>
</section>
<section id="sec-1">
<h2>1) Story • Theme • Tone <a class="anchor" href="#sec-1">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and <strong>Sheriff Hall</strong> are killed, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3><p>Denial → Acceptance • Signal vs. Silence • Stewardship lost → predation fills the vacuum.</p>
</div>
<div class="kv">
<h3>Tonal Nails</h3>
<ul class="tight">
<li><strong>Rural giallo:</strong> color as airbrush (sodium/halogen/porch‑gel), never candy.</li>
<li>Documentary physicality: breath, wind, weight; dialogue restrained; facts live on the news desk.</li>
<li>Camera = predator awareness; distance builds dread; absence is evidence.</li>
</ul>
</div>
</div>
</section>
<section id="sec-2">
<h2>2) Principal Characters <a class="anchor" href="#sec-2">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Liv — Final Protagonist</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → restoration (white porch light).</li>
<li>Competence: pattern‑maker, practical, few words; Act III toolbox shotgun only.</li>
<li>Wardrobe: neutral earth tones; 2003 boots; practical layers.</li>
</ul>
</div>
<div class="kv">
<h3>Mason — Act I POV</h3>
<ul class="tight">
<li>Ex‑firefighter; reliable; skeptical rationalist.</li>
<li><strong>Dies on the surge/communications tower deck.</strong> Off‑screen yank; flashlight pinwheels; silence.</li>
</ul>
</div>
<div class="kv">
<h3>Sheriff Hall → Deputy Colson</h3>
<ul class="tight">
<li><strong>Hall:</strong> steady public posture; frames the cougar narrative; <strong>dies in a crash</strong> induced by the owl’s down‑rush chaos.</li>
<li><strong>Colson:</strong> procedural, competent, not local lineage; inherits the cougar hunt and later confronts the truth at convergence.</li>
</ul>
</div>
</div>
<div class="grid2">
<div class="kv">
<h3>Raymond “Ray” Hanlon</h3>
<ul class="tight">
<li>Retired CDF fire captain; respected “human redundancy system.”</li>
<li>Cold‑open death (forager + game‑cam) creates a silent vacuum the town can’t name; his absence is felt, not spoken.</li>
</ul>
</div>
<div class="kv">
<h3>The Owl (On‑Screen Rules)</h3>
<ul class="tight">
<li>Mass read via <em>set‑downs</em> (no drags) and air displacement.</li>
<li>Threat display: <em>defensive mantle</em> — wings forward 30–40°, head low.</li>
<li>Only two sanctioned vocals: burning screech (barn eruption) and final deep hoot.</li>
</ul>
</div>
</div>
</section>
<section id="sec-3">
<h2>3) Chronology • Beat Spine • Where Hall Dies <a class="anchor" href="#sec-3">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Act</th><th>Seq#</th><th>Title</th><th>Pages</th><th>Minutes</th><th>Purpose / Canon Notes</th></tr>
<tr><td>I</td><td>1</td><td>Cold Open — Volunteer Naturalist</td><td>1–4</td><td>3–4</td><td>Ray Hanlon foraging + game‑cam; unseen kill sets realism and town vacuum.</td></tr>
<tr><td>I</td><td>2</td><td>Title → Broadcast → Live Presser → Mason TV</td><td>5–8</td><td>3</td><td>Hall calms public on live feed; “no public threat” body‑language doubt.</td></tr>
<tr><td>I</td><td>3</td><td>Driving — “Shockwave” Score</td><td>9–10</td><td>2</td><td>Predator‑awareness glide; score motif enters only here.</td></tr>
<tr><td>I</td><td>4</td><td>First Night Hunt (2)</td><td>11–18</td><td>7</td><td>Escalation; owl never shown; no music.</td></tr>
<tr><td>I</td><td>5</td><td>Surge Tower — Mason</td><td>19–23</td><td>4–5</td><td>Signature off‑screen yank; silence grammar is set.</td></tr>
<tr><td>II</td><td>6</td><td>Public Pressure → Cougar Locked</td><td>24–27</td><td>3</td><td>Groupthink; Hall doubles down.</td></tr>
<tr><td>II</td><td>7</td><td>Ruiz Crash Discovery</td><td>28–34</td><td>6</td><td>Windshield ejection; bodies 120–150 yds; <em>no drags</em>; sets forensic rules.</td></tr>
<tr><td>II</td><td>8</td><td>Desk News — FR‑12 Closed</td><td>35–36</td><td>1</td><td>2003 SD 4:3 package; keeps exposition diegetic.</td></tr>
<tr><td>II</td><td>9</td><td>Hall’s Crash (Canon Death)</td><td>37–40</td><td>3–4</td><td>Down‑rush shadow; cruiser exits roadway; siren chirp dies; tableau only.</td></tr>
<tr><td>II</td><td>10</td><td>Colson & Ruiz Parents</td><td>41–46</td><td>5</td><td>Vengeance fuel; Colson inherits procedural B‑story.</td></tr>
<tr><td>II</td><td>11</td><td>Owl‑POV Stalks Liv</td><td>47–54</td><td>7</td><td>700–1200 mm overhead plates; micro‑yaws; zero anatomy.</td></tr>
<tr><td>II</td><td>12</td><td>FR‑12 Escort</td><td>55–58</td><td>3</td><td>Logistics now a trap; later blocks flight.</td></tr>
<tr><td>II</td><td>13</td><td>Second Hunt Wave (3)</td><td>59–68</td><td>9</td><td>Pressure peak; town empties.</td></tr>
<tr><td>III</td><td>14</td><td>Barn Prep</td><td>69–74</td><td>5</td><td>Plan geometry; quiet handwork; no score.</td></tr>
<tr><td>III</td><td>15</td><td>Barn Eruption</td><td>75–79</td><td>4</td><td>Burning screech once; silhouette mass dominates.</td></tr>
<tr><td>III</td><td>16</td><td>Final Kill — Empty to Click</td><td>80–87</td><td>7</td><td>≤4 s full‑owl across sequence; <em>no music</em>.</td></tr>
<tr><td>III</td><td>17</td><td>Scene 24 — Restoration</td><td>88–92</td><td>4</td><td>Porch bulbs red/green → white; dawn neutrality; no sequel wink.</td></tr>
</table>
</div>
</section>
<section id="sec-4">
<h2>4) Canon Scenes — Hall Crash, Mason Tower, Final Kill <a class="anchor" href="#sec-4">#</a></h2>
<div class="card">
<h3>A) Sheriff Hall Crash — Shotlist (Canon Death)</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Beat</th><th>Audio</th><th>Notes</th></tr>
<tr><td>1</td><td>Dash profile</td><td>Canopy shadows glide; radio murmur; lightbar <em>off</em></td><td>Road hiss; interior creak</td><td>Keep simple; no moving‑metal stunts</td></tr>
<tr><td>2</td><td>70 mm exterior</td><td>Down‑rush eclipses; cruiser slips; <strong>tree impact off‑axis</strong></td><td>One THUD; airbag dust</td><td>Tableau aftermath; sugar glass spider</td></tr>
<tr><td>3</td><td>Rear 50 mm</td><td>Lightbar reflections spin and die</td><td>Siren chirp dies</td><td>Steam pot/haze for breath</td></tr>
</table>
</div>
<div class="card">
<h3>B) Mason — Surge Tower Deck</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Beat</th><th>Audio</th><th>SFX/VFX</th></tr>
<tr><td>1</td><td>70 mm locked</td><td>Deck tableau; tarp bellies once</td><td>Beacon tick; wind</td><td>Fan + fog; light practical</td></tr>
<tr><td>2</td><td>600 mm insert</td><td>Tarp lane presses inward</td><td>Rivet cry</td><td>Hidden pull; no body</td></tr>
<tr><td>3</td><td>70 mm</td><td>Off‑screen yank; flashlight pinwheel</td><td>Air shove; breath cut</td><td>Wire pull; silence after</td></tr>
</table>
</div>
<div class="card">
<h3>C) Final Kill — “Empty to Click”</h3>
<table class="tbl small">
<tr><th>#</th><th>Cam/Len</th><th>Beat</th><th>Audio</th><th>Safety</th></tr>
<tr><td>1</td><td>70 mm lock</td><td>Full‑owl silhouette mantle (<1.5 s)</td><td>Deep hoot</td><td>Fire line charged</td></tr>
<tr><td>2</td><td>70 mm</td><td>Measured shots 1–6; silhouette folds</td><td>Reports; ember hiss</td><td>Armorer hot/cold calls</td></tr>
<tr><td>3</td><td>85 mm insert</td><td>Ejection port detail (optional)</td><td>Metal clack</td><td>PPE; shield for lens</td></tr>
<tr><td>4</td><td>70 mm</td><td>Dry pump: <strong>CLICK</strong>; 2‑second hold</td><td>Silence</td><td>Cold verified</td></tr>
</table>
</div>
</section>
<section id="sec-5">
<h2>5) Color, Lighting & Lens Bible (Rural Giallo) <a class="anchor" href="#sec-5">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Lenses & Roles</h3>
<ul class="tight">
<li>16/25/28/35 for close woods.</li>
<li>40 for interiors and neutral coverage.</li>
<li>70 for dread tableaux / posters / restoration.</li>
<li>700–1200 for owl‑POV overheads; micro‑yaws (2–8°).</li>
</ul>
</div>
<div class="kv">
<h3>Kelvin Map</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>Hard cones; fog flare; period‑correct</td></tr>
<tr><td>Sodium pools</td><td>2000–2500</td><td>Two‑lane night; cyan‑lean blacks in grade</td></tr>
<tr><td>Porch floods</td><td>2700 base + red/green gels</td><td>Feature motif; muted in marketing; Scene 24 → white</td></tr>
<tr><td>Dawn overcast</td><td>5200</td><td>Pale blue‑gray; thaw sheen</td></tr>
<tr><td>Fire spill</td><td>1800–2000</td><td>Finale ember bokeh; heat shimmer plates</td></tr>
</table>
</div>
<div class="kv">
<h3>Composition Rules</h3>
<ul class="tight">
<li>Subjects small; canopy heavy; horizon low.</li>
<li>Cut on “air events,” not dialogue.</li>
<li>Owl POV is too steady to be human; distance = fear.</li>
</ul>
</div>
</div>
</section>
<section id="sec-6">
<h2>6) Sound & Score Doctrine <a class="anchor" href="#sec-6">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; branch shear; tarp cry; glass creak; seatbelt ping; wind like breathing.</li>
<li>Tinnitus left‑bias post‑impact; collapse back to wind.</li>
<li><strong>No creature vocal</strong> except burning screech and final deep hoot.</li>
</ul>
</div>
<div class="kv">
<h3>Score Rules (2003)</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism; early‑DAW texture; narrow stereo.</li>
<li><em>Never</em> under kills. “Shockwave” motif begins exactly on the drone cut of the driving sequence.</li>
</ul>
</div>
</div>
</section>
<section id="sec-7">
<h2>7) Creature • Biology • Animatronic <a class="anchor" href="#sec-7">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>On‑Screen Biology & Behavior</h3>
<ul class="tight">
<li>Implied mass: brief lifts and clean <em>set‑downs</em>; skull/rib crush; immediate release.</li>
<li>Defensive mantle posture; dark matte with char edges; <em>no eyeshine</em>.</li>
<li>Operational window: 20:00–04:00; perch → burst stoop; rear‑arc clamps.</li>
</ul>
</div>
<div class="kv">
<h3>Hero Animatronic (Finale Ground Work)</h3>
<ul class="tight">
<li>~10–12 ft wingspan visual; torso/legs puppet; mantling wing frames with carpal fan.</li>
<li>Pneumatics (mantle pops), linear actuators (fan), servos (head/neck); remote accumulator; E‑stop vents.</li>
<li>Nomex/aramid skin; scorched finish; ember edge LEDs under mesh; low sled base on duff/snow.</li>
</ul>
</div>
</div>
<aside class="callout small">Biology appendix with morphometrics (42″ body spec, 12.39 kg, 12.25 ft span) included at §18 for science-facing materials.</aside>
</section>
<section id="sec-8">
<h2>8) Forensics • 2003 Continuity <a class="anchor" href="#sec-8">#</a></h2>
<ul class="tight">
<li><strong>Ruiz crash:</strong> windshield blown outward; bodies 120–150 yds from vehicle; oval <em>set‑downs</em>; <u>no drag marks</u>.</li>
<li>Hunt lines: red/green flashlights allowed (seasonal stock buys); keep period‑correct gear.</li>
<li>Liv house: porch bulbs are red/green until Scene 24 when they become white (restoration signal).</li>
</ul>
</section>
<section id="sec-9">
<h2>9) SFX Fire • Barn Eruption • Safety <a class="anchor" href="#sec-9">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Hybrid Staging (Preferred)</h3>
<ul class="tight">
<li>Partial interior flame bars; ember boxes behind door; practical torso burst; silhouette emphasis.</li>
<li>VFX augments wings only; capture clean plates for ember/smoke continuity.</li>
</ul>
</div>
<div class="kv">
<h3>Safety Protocols</h3>
<ul class="tight">
<li>Fire marshal; charged 1.5″ line; oxygen monitor; exclusion arcs; IR checks.</li>
<li>No drone during flame; animatronic gelled surfaces; hard E‑stop; stop‑work authority respected.</li>
</ul>
</div>
<div class="kv">
<h3>Required Plates</h3>
<ul class="tight">
<li>Clean fire wall; ember passes; smoke‑black plates; empty field post‑action; HDRI of flame field.</li>
</ul>
</div>
</div>
</section>
<section id="sec-10">
<h2>10) Aerial • VFX • Shadow Grammar <a class="anchor" href="#sec-10">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Owl‑POV Capture</h3>
<ul class="tight">
<li>Condor high‑hat static 1200 mm; cable glide 700–1000 mm; FPV dive plates (no anatomy).</li>
<li>Program micro‑yaws; seek parallax flattening; use fog shears as motion language.</li>
</ul>
</div>
<div class="kv">
<h3>Shadow (Optional, Non‑Finale)</h3>
<ul class="tight">
<li>Occasional projected outline/gobo for stalking passes; never during final reveal.</li>
</ul>
</div>
</div>
</section>
<section id="sec-11">
<h2>11) Editorial • Color • Deliverables <a class="anchor" href="#sec-11">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Pipeline</h3>
<ul class="tight">
<li>Ingest → checksum → proxies (ProRes 422 LT) → offline → conform → ACEScct grade (cyan‑lean blacks).</li>
<li>Broadcast inserts built HD→SD to 4:3 with light CRT curvature.</li>
</ul>
</div>
<div class="kv">
<h3>Folders & Naming</h3>
<div class="code">/OWL/PROD/{date}/CAM/A001_####.mov
/OWL/AUDIO/PROD/DAY03/BWF/A003_####.wav
/OWL/VFX/PLATES/SC014/OWL_SC014_PLATE_001.exr
/OWL/EDL/REELS/R02_OWL_FINEDL_v###.edl</div>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP (Scope 2.39); 4K/2K SDR ProRes; 5.1 + 2.0; M&E; CC; AD; poster stills (70 mm frames).</li>
</ul>
</div>
</div>
</section>
<section id="sec-12">
<h2>12) Department Shotlists (Quick Reference) <a class="anchor" href="#sec-12">#</a></h2>
<p class="small">See §4 for the three critical sequences. This section repeats <em>must‑have</em> shots for one‑day salvage.</p>
<ul class="tight">
<li>Mason Tower — A1–A3 (locked; tarp bellies; yank; pinwheel).</li>
<li>Hall Crash — B1–B3 (dash profile; exterior impact; rear reflections die).</li>
<li>Finale — C1–C4 (silhouette mantle; measured shots; ejection insert; empty‑to‑click).</li>
</ul>
</section>
<section id="sec-13">
<h2>13) Safety • Legal • Weapons <a class="anchor" href="#sec-13">#</a></h2>
<div class="grid3">
<div class="kv">
<h3>Weapons</h3>
<ul class="tight">
<li>Licensed armorer controls custody of all firearms; hot/cold calls each take.</li>
<li>PPE for crew; plex shields for lens‑close work; downrange clear, minimum distances enforced.</li>
</ul>
</div>
<div class="kv">
<h3>Fire & Night</h3>
<ul class="tight">
<li>Marshal, line charged, O₂ monitor; hypothermia plan; terrain path lighting.</li>
<li>EMS on burn/crash nights; fog MSDS on hand.</li>
</ul>
</div>
<div class="kv">
<h3>Permits & Insurance</h3>
<ul class="tight">
<li>Private road MOUs; fire and weapons permits; law‑enforcement presence for discharge scenes.</li>
<li>General liability, workers’ comp, drone (non‑flame), pyro/stunt riders.</li>
</ul>
</div>
</div>
</section>
<section id="sec-14">
<h2>14) Schedule • Day‑out‑of‑Days (Sample) <a class="anchor" href="#sec-14">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Asset/Cast</th><th>W1</th><th>W2</th><th>W3</th><th>W4</th><th>W5</th></tr>
<tr><td>Liv</td><td>SW</td><td>SW</td><td>NS</td><td>NS</td><td>DS</td></tr>
<tr><td>Mason</td><td>SW</td><td>—</td><td>—</td><td>—</td><td>—</td></tr>
<tr><td>Colson</td><td>—</td><td>SD</td><td>NS</td><td>—</td><td>—</td></tr>
<tr><td>Animatronic Owl</td><td>—</td><td>—</td><td>—</td><td>—</td><td>NS</td></tr>
<tr><td>Barn SFX Package</td><td>—</td><td>—</td><td>—</td><td>NS</td><td>NS</td></tr>
</table>
<p class="small">Legend: S=Shoot, W=Weekday, D=Day, N=Night.</p>
</div>
</section>
<section id="sec-15">
<h2>15) Marketing • Trailers (Canon) <a class="anchor" href="#sec-15">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>15s — “OWL POV Stalk” (Sora)</h3>
<div class="code">2.39; 2003; low fog; six shots at 700–1200 mm with micro‑yaws; no creature shown; single title hit; silence.</div>
</div>
<div class="kv">
<h3>15s — Udio Micro‑Cue</h3>
<div class="code">E‑minor • 5/4 • 60 BPM • Deep analog pulse + thin chorused pad; one short sub swell; title hit → cut to total silence. No drums. −30 to −26 LUFS.</div>
</div>
</div>
</section>
<section id="sec-16">
<h2>16) Accessibility • QC • Delivery <a class="anchor" href="#sec-16">#</a></h2>
<div class="grid2">
<div class="kv">
<h3>Captions & AD</h3>
<ul class="tight">
<li>SDH style; identify minimally; describe <em>intent</em> of shots (“a massive shadow passes overhead”) not unseen details.</li>
</ul>
</div>
<div class="kv">
<h3>QC Targets</h3>
<ul class="tight">
<li>Audio: 5.1 + 2.0; dialogue −24 LKFS ±2; true peak ≤ −2 dBFS.</li>
<li>Picture: ACEScct → Rec.709 SDR; 4K/2K ProRes masters; title‑safe 90%.</li>
</ul>
</div>
</div>
</section>
<section id="sec-17">
<h2>17) One‑Day Salvage Plan <a class="anchor" href="#sec-17">#</a></h2>
<ol>
<li>Final Kill coverage (C1–C4) with silhouette + Empty‑to‑Click cadence.</li>
<li>Ridge plates with telephoto POV + low‑lying fog lanes.</li>
<li>Key beats: Cold‑open aftermath; Mason yank; Hall crash tableau; Scene 24 porch‑bulb swap.</li>
<li>Sound plates: wind beds, air‑pressure dips, glass creak, seatbelt ping.</li>
</ol>
</section>
<section id="sec-18" class="page-break">
<h2>18) Biology Appendix — Morphometrics (Rev. C)</h2>
<div class="grid2">
<div class="kv">
<h3>Specimen Profile</h3>
<table class="tbl small">
<tr><th>Metric</th><th>Value</th></tr>
<tr><td>Body length</td><td>1.07 m (42.0 in)</td></tr>
<tr><td>Wingspan</td><td>3.73 m (12.25 ft)</td></tr>
<tr><td>Mass</td><td>12.39 kg (27.3 lb)</td></tr>
<tr><td>Talon spacing (impact)</td><td>2.92–3.50 cm center‑to‑center</td></tr>
<tr><td>Strike KE (observed)</td><td>≈ 2.0 kJ at ~18 m·s⁻¹</td></tr>
</table>
</div>
<div class="kv">
<h3>Behavior & Pathology (Summary)</h3>
<ul class="tight">
<li>Hyper‑territorial nest‑defense reflex generalized to the entire valley.</li>
<li>No feeding/caching; conspecific eradication; human fatalities intermittent.</li>
<li>Perch‑and‑burst tactics; short endurance; extreme strike power.</li>
</ul>
</div>
</div>
</section>
<section id="sec-19">
<h2>19) Approved Script Tone Excerpts <a class="anchor" href="#sec-19">#</a></h2>
<div class="card"><div class="code">
INT. COMMUNITY HALL — NIGHT (LIVE FEED)
HALL
...there’s no indication of an ongoing public safety threat. We’re asking residents to avoid speculation.
The PA hum lingers. A flashlight pops once. COLSON stands off to the side, still, eyes on the doors.
</div></div>
<div class="card"><div class="code">
INT./EXT. CRUISER — NIGHT
Canopy shadows cross the windshield. The road is a ribbon through fog. A pressure drop — then one clean THUD.
The siren chirp dies as lightbar reflections spin across the trees.
</div></div>
<div class="card"><div class="code">
EXT. FIELD — NIGHT
The bird is only mass and heat and the world folding around it. Liv breathes once. Then the gun speaks in measured time.
</div></div>
</section>
<section id="sec-20">
<h2>20) Change Log — What This Build Fixes <a class="anchor" href="#sec-20">#</a></h2>
<ul class="tight">
<li><strong>Added explicit coverage of Sheriff Hall’s death</strong> in §3 chronology and §4 shotlist; tied consequences to Colson’s B‑story.</li>
<li>Aligned <em>Deputy Colson</em> as canonical spelling throughout.</li>
<li>Reinforced FR‑12 closure and Ruiz forensics (windshield ejection, 120–150 yds, no drag) in §3/§8.</li>
<li>Carried forward cold‑open Ray Hanlon + “Shockwave” driving sequence and finale “Empty‑to‑Click”.</li>
<li>Added Biology Appendix (§18) with Rev. C morphometrics for science‑facing materials.</li>
</ul>
</section>
<div class="hr"></div>
<p class="small"><strong>If this is the only document you find:</strong> shoot the scenes in §4, obey the Non‑Negotiables in §0, keep the owl unrevealed until the finale, and use the sound rules in §6. The film will be <em>OWL</em>.</p>
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<span>OWL — Unified Creative Bible (2003)</span>
<span class="tag">Creative‑only</span><span class="tag">No safety</span><span class="tag">No logistics/schedule</span>
<span class="badge">Compiled 2025-10-20 06:04 UTC</span>
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<header>
<h1>OWL — DROP‑DEAD STORY BIBLE <span class="badge">2003 • Yuba Ridge • Unified Canon v2</span></h1>
<p class="small">This edition folds your latest notes into the most recent canon: Hall↔Mason light‑tower beat, <strong>cell tower/lookout</strong> retcon, owl‑caused power cut, Liv’s last words, and Mason’s Act I errands montage. It preserves the non‑negotiables and finale (porch bulbs → white).</p>
</header>
<section id="nonneg">
<h2>0) Creative Non‑Negotiables <a class="anchor" href="#nonneg">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Form</h3>
<ul class="tight">
<li><strong>Year:</strong> 2003 — no smartphones; in‑universe news in SD 4:3 frames.</li>
<li><strong>Creature visibility:</strong> No clean reveal until finale; ≤4 s cumulative full‑owl silhouette across Act III.</li>
<li><strong>POV grammar:</strong> 700–1200 mm from above; micro‑yaw head ticks; never show eyes/feathers directly.</li>
<li><strong>Silence doctrine:</strong> <u>No score under kills.</u> Fear = air pressure, wind, creaks, glass.</li>
<li><strong>Atmosphere:</strong> low‑lying fog lanes at night; visible breath; thaw/ice texture.</li>
<li><strong>Ending:</strong> Liv kills the owl; Scene 24 replaces porch bulbs with <em>white</em>. No sequel wink.</li>
</ul>
</div>
<div class="card">
<h3>Theme/Tone</h3>
<ul class="tight">
<li>Denial → Acceptance • Signal vs Silence • Stewardship lost → predation fills vacuum.</li>
<li>“Rural giallo”: color as airbrush (sodium/halogen/porch‑gel), not candy.</li>
<li>Understatement: minimal dialogue; facts outsourced to news desk.</li>
</ul>
</div>
</div>
</section>
<section id="lockins">
<h2>1) New Canon Lock‑Ins (from your notes) <a class="anchor" href="#lockins">#</a></h2>
<div class="card">
<ul class="tight">
<li><strong>Hall → Mason (Day):</strong> Hall calls Mason to help him pick up <em>portable light towers</em> for the first night hunt. This is where their competence and warmth read human (shared tasks; no speeches).</li>
<li><strong>Liv Intro (Night, Bedroom):</strong> After the hunt, Hall calls Mason again to check the <em>cell tower/lookout</em> (refit halted mid‑winter). Liv in bed speaks with Mason; her <em>last words</em> to him: <span class="code">“Tomorrow?”</span> and <span class="code">“Remember—porch lights.”</span></li>
<li><strong>Tower Retcon:</strong> It is a <em>cell tower/lookout in halted refurbishment</em> (tarped deck), not a “surge tower.” The owl <em>kills power</em> (generator lead/contactor) to lure a response. Mason dies there.</li>
<li><strong>Errands Montage (Act I):</strong> Mason drives to town: buys <em>firewood</em>, fills <em>propane</em>, picks up <em>12‑ga shells</em>, and a pack of <em>cigarettes</em>. Stores have TVs tuned to local news; <em>cougar hysteria</em> starts to bloom in faces and flyers.</li>
</ul>
</div>
</section>
<section id="story">
<h2>2) Story Spine & Sequence Map (updated) <a class="anchor" href="#story">#</a></h2>
<div class="card">
<table class="tbl small">
<tr><th>Seq#</th><th>Title</th><th>Synopsis & Function</th><th>Key Coverage</th><th>Sound / Score</th></tr>
<tr><td>1</td><td>Cold Open — The Wrong Cat</td><td>Kill aftermath reads “cougar.” Red herring established.</td><td>70 mm tableaux; aftermath; no gore close.</td><td>Wind/flies; <u>no score</u>.</td></tr>
<tr><td>2</td><td>Mason’s World — Errands</td><td>Day naturalism; store‑to‑store: firewood, propane, shells, cigarettes; TVs: early cougar discourse.</td><td>40 mm interiors; 16/25 mm walkabouts; CRT inserts (4:3).</td><td>Ambient interiors; faint fridge/compressor hum.</td></tr>
<tr><td>3</td><td>Hall Call — Portable Light Towers</td><td>Hall asks Mason to help pull/rent portable towers for a coordinated night sweep. Competence + warmth beat.</td><td>Day exterior utility yard; straps, safety chains; hands doing work.</td><td>Practical clanks; <em>no music</em>.</td></tr>
<tr><td>4</td><td>First Night Hunt</td><td>Search lines under towers; two locals die (offscreen/partial). Town doubles down on cougar.</td><td>LED beams; fog lanes; owl‑POV plates from above (700–1200 mm).</td><td>Air‑pressure dips; radios tear; <u>no score</u>.</td></tr>
<tr><td>5</td><td>Liv & Mason — Bedroom</td><td>Post‑hunt quiet. Liv asks <span class="code">“Tomorrow?”</span> Mason half‑answers. She adds: <span class="code">“Remember—porch lights.”</span></td><td>40 mm interior; window frost; bedside lamp at 2700 K.</td><td>HVAC tick, distant wind. Silence owns subtext.</td></tr>
<tr><td>6</td><td>Cell Tower / Lookout — Mason</td><td>Hall calls Mason to check the tower (refit halted). <strong>Owl has killed power</strong>; tarp bellies; <em>air shove</em> yanks Mason out of frame. Flashlight pinwheels.</td><td>70 mm deck tableau; 600 mm tarp lane; no anatomy.</td><td>Structure creak; beacon tick dies; <u>no score</u>.</td></tr>
<tr><td>7</td><td>Public Pressure</td><td>Press conference; cougar theory hardens; FR‑12 closure on desk news.</td><td>Single‑cam municipal; SD 4:3 broadcast.</td><td>Room tone; anchor VO; no music.</td></tr>
<tr><td>8</td><td>Ruiz Crash Discovery</td><td>Windshield blown out; bodies 120–150 yds; <em>set‑downs, no drag</em>. Hysteria spikes.</td><td>70 mm crash; macro glass spider; 50 mm to sheets.</td><td>Tinnitus L channel → wind bed.</td></tr>
<tr><td>9</td><td>Hall Crash</td><td>Owl down‑rush interrupts patrol; cruiser exits road; Hall dies. <em>Not mauled.</em></td><td>Dash profile; 70 mm exterior; rear 50 mm lightbar spin.</td><td>Road hiss → THUD → siren chirp dies; no score.</td></tr>
<tr><td>10</td><td>Second Hunt Wave</td><td>Three more locals across nights; owl unseen; town empties.</td><td>16 mm woods; red/green hand torches (holiday stock).</td><td>Air displacement; branch shear.</td></tr>
<tr><td>11</td><td>Barn Prep → Eruption</td><td>Liv’s plan; burning mass erupts; one <em>burning screech</em>.</td><td>70 mm silhouettes; heat shimmer; no anatomy.</td><td>Screech → silence.</td></tr>
<tr><td>12</td><td>Final Kill — Empty to Click</td><td>Measured shots; ≤4 s cumulative silhouette; final dry pump <strong>CLICK</strong>.</td><td>70 mm lock; 85 mm ejection insert (optional).</td><td><u>No score.</u> Impacts + ember hiss only.</td></tr>
<tr><td>13</td><td>Scene 24 — Restoration</td><td>Liv replaces red/green porch floods with <em>white</em>. Daylight returns to neutral.</td><td>70 mm exterior; breath fades in cool white.</td><td>Ordinary wind; no music.</td></tr>
</table>
</div>
</section>
<section id="characters">
<h2>3) Characters & Relationship Notes <a class="anchor" href="#characters">#</a></h2>
<div class="grid3">
<div class="card">
<h3>Liv</h3>
<ul class="tight">
<li>Arc: isolation → hyper‑awareness → tactical control → restoration (porch bulbs).</li>
<li>Intro: bedroom scene with Mason (Seq 5); last words seed ending.</li>
</ul>
</div>
<div class="card">
<h3>Mason</h3>
<ul class="tight">
<li>Act I POV; competence montage in town (errands).</li>
<li>Relationship: Hall’s trusted helper; shared work picks (light towers).</li>
<li>Death: <em>cell tower/lookout</em> deck; owl‑caused power loss; offscreen yank.</li>
</ul>
</div>
<div class="card">
<h3>Sheriff Hall → Sheriff Colson</h3>
<ul class="tight">
<li>Hall: steady veneer; institutions first; <em>dies in crash.</em></li>
<li>Colson: inherits cougar hunt; procedural, earnest; convergence at finale tableau.</li>
</ul>
</div>
</div>
</section>
<section id="locations">
<h2>4) Locations & Diagrams (with tower retcon) <a class="anchor" href="#locations">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Cell Tower / Lookout (Refit Halted)</h3>
<div class="diagram"> [Wind]
Snag ridge Tarped deck (north face)
╲ ┌───────────────┐
╲ │ Deck (ice) │
╲ │ gen shed │ ← generator/contactor (power cut)
╲ └──────┬───────┘
╲ │ ladder
╲ service conduit
╲
</div>
<ul class="tight">
<li>Beacon tick dies before Mason arrives.</li>
<li>Tarp “lung” press‑in is primary dread visual before yank.</li>
</ul>
</div>
<div class="card">
<h3>Liv House / Porch / Barn</h3>
<div class="diagram">House —— 40m —— Barn
[Porch floods (R/G)] [Door faces field]
Field (final tableau)
Fog line across lower third →→→</div>
<p class="small">Finale back‑rim from porch gels; fire spill from barn; field for 70 mm tableau.</p>
</div>
</div>
</section>
<section id="props">
<h2>5) Props & Continuity (adds: light towers, errands) <a class="anchor" href="#props">#</a></h2>
<div class="grid2">
<div class="card">
<h3>New/Emphasized</h3>
<ul class="tight">
<li><strong>Portable light towers</strong> (towable; ball hitch; chocks; cold start gag).</li>
<li><strong>Errands props:</strong> firewood bundles; propane cylinders; 12‑ga shells box (period‑correct); cigarette pack.</li>
<li><strong>Porch floods:</strong> red/green <em>present</em> early; swapped to white in Scene 24.</li>
</ul>
</div>
<div class="card">
<h3>Continuity Hot List</h3>
<ul class="tight">
<li>Beacon tick heard then dies pre‑tower scene.</li>
<li>Liv’s line “Remember—porch lights” precedes finale swap.</li>
<li>Errands bags/receipts visible in Mason truck cab after Seq 2.</li>
</ul>
</div>
</div>
</section>
<section id="dp">
<h2>6) Visual Grammar (DP Bible — unchanged) <a class="anchor" href="#dp">#</a></h2>
<div class="grid3">
<div class="card">
<h3>Lenses & Filters</h3>
<ul class="tight">
<li>16/25/28/35 for woods; 40 for interiors; 70 for locked dread; 700–1200 for owl POV.</li>
<li>1/8–1/4 BPM bloom; ND stacks for night car. Subtle gate‑flutter on title cards.</li>
</ul>
</div>
<div class="card">
<h3>Lighting Map</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Notes</th></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>Hard cones; fog flare; period correct.</td></tr>
<tr><td>Sodium pools</td><td>2000–2500</td><td>Roadside; cyan‑lean blacks in grade.</td></tr>
<tr><td>Porch floods</td><td>2700 + R/G</td><td>Motif; minimized in marketing.</td></tr>
<tr><td>Dawn overcast</td><td>5200</td><td>Pale blue‑gray; melt sheen.</td></tr>
</table>
</div>
<div class="card">
<h3>Composition Rules</h3>
<ul class="tight">
<li>Subjects small; canopy heavy; horizon low.</li>
<li>Cut on “air events,” not dialogue.</li>
<li>Owl POV = smooth glide + micro‑yaws (2–8°).</li>
</ul>
</div>
</div>
</section>
<section id="sound">
<h2>7) Sound & Score Doctrine (unchanged) <a class="anchor" href="#sound">#</a></h2>
<div class="grid2">
<div class="card">
<h3>Design Palette</h3>
<ul class="tight">
<li>Air‑pressure dips; branch shear; tarp cry; glass creak; seatbelt ping.</li>
<li><strong>No creature vocal</strong> until burning screech + final deep hoot.</li>
</ul>
</div>
<div class="card">
<h3>Score Motifs</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism; early‑DAW texture; narrow stereo.</li>
<li><u>Never under kills.</u> Silence owns terror beats.</li>
</ul>
</div>
</div>
</section>
<section id="script">
<h2>8) Script‑Tone Excerpts (new beats highlighted) <a class="anchor" href="#script">#</a></h2>
<div class="card"><div class="code">
EXT. COUNTY YARD — DAY
MASON tightens a strap on a portable LIGHT TOWER. HALL swings the pintle, tests the chain.
No speeches — just the small talk of people who’ve done this before.
</div></div>
<div class="card"><div class="code">
INT. BEDROOM — NIGHT
LIV (half-asleep)
Tomorrow?
MASON
Yeah. Early.
LIV (a whisper)
Remember — porch lights.
</div></div>
<div class="card"><div class="code">
EXT. CELL TOWER / LOOKOUT — NIGHT
The beacon tick is gone. A tarp lung takes a breath inward.
Mason’s flashlight skates. The deck shudders — as if air itself shoved —
and MASON is yanked out of frame. The flashlight pinwheels. Silence.
</div></div>
<div class="card"><div class="code">
INT./EXT. TOWN ERRANDS — DAY (MONTAGE)
Firewood. Propane. Shotgun shells. Cigarettes.
On every counter a CRT plays the same local newscast —
COUGAR ADVISORY graphics in red and yellow. People don’t talk. They watch.
</div></div>
</section>
<section id="continuity">
<h2>9) Continuity & Forensics Reminders <a class="anchor" href="#continuity">#</a></h2>
<ul class="tight">
<li><strong>Ruiz crash:</strong> windshield blown outward; bodies 120–150 yds; <em>oval set‑downs</em>; <u>no drag marks</u>.</li>
<li><strong>Liv house:</strong> red/green porch bulbs present pre‑finale; replaced with white at Scene 24.</li>
<li><strong>Hunt lines:</strong> red/green flashlights permissible as holiday stock.</li>
</ul>
</section>
<section id="notes">
<h2>10) Notes on Retcons & Rationale <a class="anchor" href="#notes">#</a></h2>
<div class="card note">
<p><strong>Tower terminology:</strong> “Cell tower/lookout (refit halted)” replaces all earlier “surge tower” mentions. Visual grammar (tarp lung, pinwheeling flashlight, offscreen yank) and <em>silence under impact</em> remain identical.</p>
<p><strong>Relationship emphasis:</strong> Adding the light‑tower pickup preserves procedural credibility and earns warmth without dialogue. It also visually seeds lighting language for the night hunt.</p>
</div>
</section>
<div class="hr"></div>
<p class="small">Use this document as the <em>creative‑only</em> North Star. If a conflict emerges with older drafts, prefer this Unified v2 unless a later dated bible supersedes.</p>
</div>
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OWL_Encyclopedia_Treatment (1).html — 13340 bytes
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<div class="wrap">
<h1>OWL — Encyclopedia & Partial Script Treatment <span class="muted">(Rural Giallo Cut)</span></h1>
<p class="muted">Compiled 2025-10-12 11:15 UTC. Canon merged from the approved OWL documents and chat-locked updates.</p>
<h2>Table of Contents</h2>
<ol class="toc">
<li><a href="#premise">Premise & Tag</a></li>
<li><a href="#ency">Encyclopedia: The World, The Predator, The Rules</a></li>
<li><a href="#palette">Rural Giallo — Color & Kelvin Map</a></li>
<li><a href="#lenses">Camera Grammar & Movement</a></li>
<li><a href="#structure">Story Structure & Kill Order</a></li>
<li><a href="#scenes">Partial Script Treatment (with Dialogue & Cine Notes)</a></li>
<li><a href="#shadow">“Owl Without Owl” — Shadow Methods</a></li>
<li><a href="#marketing">Key Art & Trailer Guidance</a></li>
</ol>
<h2 id="premise">Premise & Tag</h2>
<p><strong>Logline (minimal):</strong> In a remote Sierra Nevada town gripped by fear, a silent predator stalks from above. <span class="small muted">[Canon refs: OWL outline, Movie Bible]</span></p>
<p><strong>Tagline:</strong> <em>DEATH FALLS SILENTLY</em>.</p>
<h2 id="ency">Encyclopedia — The World, The Predator, The Rules</h2>
<div class="grid2">
<div class="kv">
<h3>World & Period</h3>
<ul>
<li>Sierra Nevada town; late winter: melting snow, visible breath, lingering red/green porch floods.</li>
<li><strong>2002–2005</strong>: flip phones, CRT/VHS‑DVD, Crown Vic P71 for Sheriff Hall, early cell coverage.</li>
</ul>
</div>
<div class="kv">
<h3>Creature Facts</h3>
<ul>
<li>One <strong>giant owl</strong>, territorial and intelligent (implied 11‑ft wingspan).</li>
<li>MO: <em>perch → drop</em>; skull/rib crush; feeds on faces & extremities; has killed a bear (offscreen evidence).</li>
<li>Silent for the entire film except: <strong>burning screech</strong> (barn eruption) and <strong>deep hoot</strong> (pre‑kill dominance).</li>
</ul>
</div>
</div>
<div class="grid3">
<div class="card">
<h3>Predatory Behavior</h3>
<ul>
<li>Studies human routines; disables low tower wiring; avoids tight interiors.</li>
<li>Hunts from rafters, roofs, poles, trees; <span class="green">night = danger</span>.</li>
</ul>
</div>
<div class="card">
<h3>Misdirection</h3>
<ul>
<li>Real cougar present; aftermath reads “cougar” (drag lines, rakes, prints).</li>
<li>Town clings to the cat even after multiple deaths.</li>
</ul>
</div>
<div class="card">
<h3>Guardrails</h3>
<ul>
<li>No lore or metaphysics; no comic relief; no speeches about fate/nature.</li>
<li>Don’t foreshadow the shotgun; toolbox reveal only (Act III).</li>
<li>Never show a clean full owl; fragments & silhouettes only.</li>
</ul>
</div>
</div>
<h2 id="palette">Rural Giallo — Color & Kelvin Map</h2>
<p>Use giallo as an <em>airbrush</em> on realism. Color is the score.</p>
<table class="table small">
<tr><th>Source</th><th>Kelvin</th><th>Tint</th><th>Usage</th></tr>
<tr><td>LED flashlights</td><td class="mono">~8000 K</td><td>+green</td><td>Hunts & Liv’s beam (signature cyan‑green edge)</td></tr>
<tr><td>Maglite (Sheriff Hall)</td><td class="mono">~3000 K</td><td>neutral</td><td>Authority cone; warm vs. LED chill</td></tr>
<tr><td>Truck halogen</td><td class="mono">~3200–3400 K</td><td>amber</td><td>Diesel approach motif</td></tr>
<tr><td>Street sodium</td><td class="mono">~2000 K</td><td>yellow</td><td>Lone two‑lane pools</td></tr>
<tr><td>Fire core</td><td class="mono">~1800–2200 K</td><td>green rim; <span class="giallo badge">violet</span> in high smoke</td><td>Barn inferno, poster walk</td></tr>
</table>
<h2 id="lenses">Camera Grammar & Movement</h2>
<ul>
<li><strong>16 mm</strong>: environment dominance; porch floods & canopy ceilings.</li>
<li><strong>40 mm</strong>: human POV (Liv interiors, barn prep).</li>
<li><strong>70 mm</strong>: locked dread tableaux; silhouette poster frame.</li>
<li><strong>600 mm</strong>: predator distance; tower tarp; road compression; let focus “hunt”.</li>
<li><strong>Motif move:</strong> 270° “owl head‑turn” rotation around the truck on the night road.</li>
</ul>
<h2 id="structure">Story Structure & Kill Order</h2>
<div class="grid2">
<div class="kv">
<h3>Structure</h3>
<ol>
<li><strong>Act I:</strong> Mason & Sheriff Hall; first hunt → two deaths; Liv unseen.</li>
<li><strong>Act II:</strong> Liv bedroom; Mason’s tower death; Hall’s road death; second hunt → three; two near‑town.</li>
<li><strong>Act III:</strong> Decision; barn inferno; eruption (screech); toolbox shotgun; poster walk; hoot; one shot; CAL FIRE denouement.</li>
</ol>
</div>
<div class="kv">
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals (first hunt) → <strong>Mason</strong> → 3 locals (second hunt) → 2 near‑town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2 id="scenes">Partial Script Treatment (with Dialogue & Cinematography notes)</h2>
<div class="card">
<h3>Anchor 1 — Liv in Bed (“Tomorrow?”)</h3>
<p class="muted small">INT. BEDROOM — NIGHT</p>
<div class="dialogue">Dim RED/GREEN porch spill through curtains. LIV lies turned away. The PHONE vibrates.
MASON (low): Yeah.
DISPATCH (V.O.): Tower’s dark again. Beacon and radio. Can you go?
MASON: Okay.
LIV (quiet): Tomorrow?
MASON: Tomorrow.
LIV: Porch light.
MASON: Yeah.
Door click; amber headlights roll into the dark.</div>
<h4>Cinematography</h4>
<ul>
<li>40 mm slow dolly; no white keys; porch spill carries color.</li>
<li>CC line on TV reflects green; keep sound at a hush.</li>
</ul>
</div>
<div class="card">
<h3>Anchor 2 — Mason at the Stranded Lookout (Signature Kill)</h3>
<p class="muted small">EXT./INT. HYBRID LOOKOUT — NIGHT</p>
<div class="dialogue">Steel tower wrapped in weathered sheeting. Mason resets power: a weak RED BLINK dies.
Tarp bellies like a lung, then still.
A black weight drops. No vocal — only air displacement. Flashlight skitters.
TALONS punch; a slam; the tower goes back to listening.</div>
<h4>Cinematography</h4>
<ul>
<li>600 mm on tarp pulsing; 70 mm locked hold on silence.</li>
<li>3‑sec crash‑zoom insert into gouges; split‑diopter (gouges sharp, Mason soft).</li>
</ul>
</div>
<div class="card">
<h3>Hall Visit → Road Death</h3>
<p class="muted small">EXT./INT. FARMHOUSE PORCH → COUNTY ROAD — NIGHT</p>
<div class="dialogue">HALL: You got somewhere to stay?
LIV: I’m fine here.
HALL: We’ll run staggered patrols. Keep the porch light on.
He leaves. Crown Vic glides through fog. A black weight hits the windshield like a thrown tarp.
Glass stars; the car slides into timber. Cut on silence.</div>
<h4>Cinematography</h4>
<ul>
<li>3000 K Maglite cone vs 8000 K porch spill; half‑profiles.</li>
<li>Road: one sodium pool; impact renders as abstract color smear.</li>
</ul>
</div>
<div class="card">
<h3>Second Hunt Montage (Three Dead)</h3>
<p class="muted small">EXT. RIDGE / DRAINAGES — NIGHT</p>
<div class="dialogue">Radios crackle; orange vests blur in fog.
A dropped flashlight lies beam‑up.
A diagonal green blade crosses frame before each cut.
Silence returns hard.</div>
<h4>Cinematography</h4>
<ul>
<li>Tele layers; subtract ambience just before each beat.</li>
</ul>
</div>
<div class="card">
<h3>Near‑Town Deaths (Two)</h3>
<p class="muted small">EXT. PORCHLINES / FENCELINES — NIGHT</p>
<div class="dialogue">Red and green pools argue in fog. A chain‑link fence hums once, then is still.
Neighbors argue offscreen: “Cat?” “Cat.”</div>
<h4>Cinematography</h4>
<ul>
<li>Let floods saturate haze; keep frames anonymous; no scream.</li>
</ul>
</div>
<div class="card">
<h3>Decision — Truck / Zippo / Fuel</h3>
<p class="muted small">EXT./INT. MASON’S TRUCK — NIGHT</p>
<div class="dialogue">Ashtray: a battered ZIPPO. Flick. Flame.
Tailgate: JERRY CANS; PROPANE.
The choice is physical.</div>
<h4>Cinematography</h4>
<ul>
<li>40 mm interior; copper/green duotone (Zippo + dash spill).</li>
</ul>
</div>
<div class="card">
<h3>Barn Prep → Eruption (First Screech)</h3>
<p class="muted small">EXT./INT. STORAGE BARN — NIGHT</p>
<div class="dialogue">Inside: SNOWPLOW blade, two ATVs, two old SLEDS, SMALL ALUMINUM BOAT.
Fuel lines snake. Propane spaced where it matters.
WHOOMPH. Fire climbs. The OWL ERUPTS ON FIRE and SCREECHES once.
It wheels and crashes near the farmhouse.</div>
<h4>Cinematography</h4>
<ul>
<li>Fire core orange/red; push green rim on Liv; violet only above eaves.</li>
</ul>
</div>
<div class="card">
<h3>Toolbox Reveal → Poster Walk</h3>
<p class="muted small">EXT. TRUCK BED / BARN APRON — NIGHT</p>
<div class="dialogue">Liv opens the bed tool box; MASON’S SHOTGUN, oiled rag. Pump. Clack.
70 mm WIDE: Barn is a wall of fire; Liv centered, silhouette; shotgun across hips. No score.</div>
<h4>Cinematography</h4>
<ul>
<li>No white key; edge green; ember bokeh.</li>
</ul>
</div>
<div class="card">
<h3>Final Hoot → Single Shot</h3>
<p class="muted small">EXT. FARMHOUSE PERIMETER — NIGHT</p>
<div class="dialogue">From the trees: a DEEP HOOT — dominant, unsettling.
LIV: Shut up.
One shot. The body folds. Silence returns except for the barn.</div>
<h4>Cinematography</h4>
<ul>
<li>Hold tableau; no pursuit; allow flicker to recede.</li>
</ul>
</div>
<div class="card">
<h3>Denouement — CAL FIRE Smoke Check</h3>
<p class="muted small">EXT. FARMYARD — PRE‑DAWN</p>
<div class="dialogue">A CAL FIRE engine noses in; strobes paint fog. The barn steams black.
Liv sits beside a tarp‑half‑covered carcass.
CAPTAIN (radio): Smoke check complete. No visible flame. One deceased wildlife—unknown.
They don’t crowd her. Someone offers a blanket; she declines. They hold for Wildlife.</div>
<h4>Cinematography</h4>
<ul>
<li>Pre‑dawn blue lift; kill strobes after establishing; rely on porch green + amber.</li>
</ul>
</div>
<h2 id="shadow">“Owl Without Owl” — Shadow Methods</h2>
<ul>
<li>FPV drone (5″) with ≥3000 lm down‑spot + wing‑gobo for moving shadow passes.</li>
<li>Short‑throw 5–10k lm projector from lift (30–40 ft) through fog/tarp for soft feather silhouettes.</li>
<li>Safety: no flight through flame; coordinate pyro + CAL FIRE.</li>
</ul>
<h2 id="marketing">Key Art & Trailer Guidance</h2>
<ul>
<li>Primary: Liv silhouette vs. barn inferno; green rim, violet smoke.</li>
<li>Teasers: 10s / 15s Sora cuts; title card “OWL” only (no tagline).</li>
<li>Local‑news insert: cougar‑only language; KDYV‑5 style graphics and VO.</li>
</ul>
<p class="muted small">End of OWL — Encyclopedia & Partial Script Treatment.</p>
</div>
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OWL_Encyclopedia_Treatment.html — 13340 bytes
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<div class="wrap">
<h1>OWL — Encyclopedia & Partial Script Treatment <span class="muted">(Rural Giallo Cut)</span></h1>
<p class="muted">Compiled 2025-10-12 11:15 UTC. Canon merged from the approved OWL documents and chat-locked updates.</p>
<h2>Table of Contents</h2>
<ol class="toc">
<li><a href="#premise">Premise & Tag</a></li>
<li><a href="#ency">Encyclopedia: The World, The Predator, The Rules</a></li>
<li><a href="#palette">Rural Giallo — Color & Kelvin Map</a></li>
<li><a href="#lenses">Camera Grammar & Movement</a></li>
<li><a href="#structure">Story Structure & Kill Order</a></li>
<li><a href="#scenes">Partial Script Treatment (with Dialogue & Cine Notes)</a></li>
<li><a href="#shadow">“Owl Without Owl” — Shadow Methods</a></li>
<li><a href="#marketing">Key Art & Trailer Guidance</a></li>
</ol>
<h2 id="premise">Premise & Tag</h2>
<p><strong>Logline (minimal):</strong> In a remote Sierra Nevada town gripped by fear, a silent predator stalks from above. <span class="small muted">[Canon refs: OWL outline, Movie Bible]</span></p>
<p><strong>Tagline:</strong> <em>DEATH FALLS SILENTLY</em>.</p>
<h2 id="ency">Encyclopedia — The World, The Predator, The Rules</h2>
<div class="grid2">
<div class="kv">
<h3>World & Period</h3>
<ul>
<li>Sierra Nevada town; late winter: melting snow, visible breath, lingering red/green porch floods.</li>
<li><strong>2002–2005</strong>: flip phones, CRT/VHS‑DVD, Crown Vic P71 for Sheriff Hall, early cell coverage.</li>
</ul>
</div>
<div class="kv">
<h3>Creature Facts</h3>
<ul>
<li>One <strong>giant owl</strong>, territorial and intelligent (implied 11‑ft wingspan).</li>
<li>MO: <em>perch → drop</em>; skull/rib crush; feeds on faces & extremities; has killed a bear (offscreen evidence).</li>
<li>Silent for the entire film except: <strong>burning screech</strong> (barn eruption) and <strong>deep hoot</strong> (pre‑kill dominance).</li>
</ul>
</div>
</div>
<div class="grid3">
<div class="card">
<h3>Predatory Behavior</h3>
<ul>
<li>Studies human routines; disables low tower wiring; avoids tight interiors.</li>
<li>Hunts from rafters, roofs, poles, trees; <span class="green">night = danger</span>.</li>
</ul>
</div>
<div class="card">
<h3>Misdirection</h3>
<ul>
<li>Real cougar present; aftermath reads “cougar” (drag lines, rakes, prints).</li>
<li>Town clings to the cat even after multiple deaths.</li>
</ul>
</div>
<div class="card">
<h3>Guardrails</h3>
<ul>
<li>No lore or metaphysics; no comic relief; no speeches about fate/nature.</li>
<li>Don’t foreshadow the shotgun; toolbox reveal only (Act III).</li>
<li>Never show a clean full owl; fragments & silhouettes only.</li>
</ul>
</div>
</div>
<h2 id="palette">Rural Giallo — Color & Kelvin Map</h2>
<p>Use giallo as an <em>airbrush</em> on realism. Color is the score.</p>
<table class="table small">
<tr><th>Source</th><th>Kelvin</th><th>Tint</th><th>Usage</th></tr>
<tr><td>LED flashlights</td><td class="mono">~8000 K</td><td>+green</td><td>Hunts & Liv’s beam (signature cyan‑green edge)</td></tr>
<tr><td>Maglite (Sheriff Hall)</td><td class="mono">~3000 K</td><td>neutral</td><td>Authority cone; warm vs. LED chill</td></tr>
<tr><td>Truck halogen</td><td class="mono">~3200–3400 K</td><td>amber</td><td>Diesel approach motif</td></tr>
<tr><td>Street sodium</td><td class="mono">~2000 K</td><td>yellow</td><td>Lone two‑lane pools</td></tr>
<tr><td>Fire core</td><td class="mono">~1800–2200 K</td><td>green rim; <span class="giallo badge">violet</span> in high smoke</td><td>Barn inferno, poster walk</td></tr>
</table>
<h2 id="lenses">Camera Grammar & Movement</h2>
<ul>
<li><strong>16 mm</strong>: environment dominance; porch floods & canopy ceilings.</li>
<li><strong>40 mm</strong>: human POV (Liv interiors, barn prep).</li>
<li><strong>70 mm</strong>: locked dread tableaux; silhouette poster frame.</li>
<li><strong>600 mm</strong>: predator distance; tower tarp; road compression; let focus “hunt”.</li>
<li><strong>Motif move:</strong> 270° “owl head‑turn” rotation around the truck on the night road.</li>
</ul>
<h2 id="structure">Story Structure & Kill Order</h2>
<div class="grid2">
<div class="kv">
<h3>Structure</h3>
<ol>
<li><strong>Act I:</strong> Mason & Sheriff Hall; first hunt → two deaths; Liv unseen.</li>
<li><strong>Act II:</strong> Liv bedroom; Mason’s tower death; Hall’s road death; second hunt → three; two near‑town.</li>
<li><strong>Act III:</strong> Decision; barn inferno; eruption (screech); toolbox shotgun; poster walk; hoot; one shot; CAL FIRE denouement.</li>
</ol>
</div>
<div class="kv">
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals (first hunt) → <strong>Mason</strong> → 3 locals (second hunt) → 2 near‑town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2 id="scenes">Partial Script Treatment (with Dialogue & Cinematography notes)</h2>
<div class="card">
<h3>Anchor 1 — Liv in Bed (“Tomorrow?”)</h3>
<p class="muted small">INT. BEDROOM — NIGHT</p>
<div class="dialogue">Dim RED/GREEN porch spill through curtains. LIV lies turned away. The PHONE vibrates.
MASON (low): Yeah.
DISPATCH (V.O.): Tower’s dark again. Beacon and radio. Can you go?
MASON: Okay.
LIV (quiet): Tomorrow?
MASON: Tomorrow.
LIV: Porch light.
MASON: Yeah.
Door click; amber headlights roll into the dark.</div>
<h4>Cinematography</h4>
<ul>
<li>40 mm slow dolly; no white keys; porch spill carries color.</li>
<li>CC line on TV reflects green; keep sound at a hush.</li>
</ul>
</div>
<div class="card">
<h3>Anchor 2 — Mason at the Stranded Lookout (Signature Kill)</h3>
<p class="muted small">EXT./INT. HYBRID LOOKOUT — NIGHT</p>
<div class="dialogue">Steel tower wrapped in weathered sheeting. Mason resets power: a weak RED BLINK dies.
Tarp bellies like a lung, then still.
A black weight drops. No vocal — only air displacement. Flashlight skitters.
TALONS punch; a slam; the tower goes back to listening.</div>
<h4>Cinematography</h4>
<ul>
<li>600 mm on tarp pulsing; 70 mm locked hold on silence.</li>
<li>3‑sec crash‑zoom insert into gouges; split‑diopter (gouges sharp, Mason soft).</li>
</ul>
</div>
<div class="card">
<h3>Hall Visit → Road Death</h3>
<p class="muted small">EXT./INT. FARMHOUSE PORCH → COUNTY ROAD — NIGHT</p>
<div class="dialogue">HALL: You got somewhere to stay?
LIV: I’m fine here.
HALL: We’ll run staggered patrols. Keep the porch light on.
He leaves. Crown Vic glides through fog. A black weight hits the windshield like a thrown tarp.
Glass stars; the car slides into timber. Cut on silence.</div>
<h4>Cinematography</h4>
<ul>
<li>3000 K Maglite cone vs 8000 K porch spill; half‑profiles.</li>
<li>Road: one sodium pool; impact renders as abstract color smear.</li>
</ul>
</div>
<div class="card">
<h3>Second Hunt Montage (Three Dead)</h3>
<p class="muted small">EXT. RIDGE / DRAINAGES — NIGHT</p>
<div class="dialogue">Radios crackle; orange vests blur in fog.
A dropped flashlight lies beam‑up.
A diagonal green blade crosses frame before each cut.
Silence returns hard.</div>
<h4>Cinematography</h4>
<ul>
<li>Tele layers; subtract ambience just before each beat.</li>
</ul>
</div>
<div class="card">
<h3>Near‑Town Deaths (Two)</h3>
<p class="muted small">EXT. PORCHLINES / FENCELINES — NIGHT</p>
<div class="dialogue">Red and green pools argue in fog. A chain‑link fence hums once, then is still.
Neighbors argue offscreen: “Cat?” “Cat.”</div>
<h4>Cinematography</h4>
<ul>
<li>Let floods saturate haze; keep frames anonymous; no scream.</li>
</ul>
</div>
<div class="card">
<h3>Decision — Truck / Zippo / Fuel</h3>
<p class="muted small">EXT./INT. MASON’S TRUCK — NIGHT</p>
<div class="dialogue">Ashtray: a battered ZIPPO. Flick. Flame.
Tailgate: JERRY CANS; PROPANE.
The choice is physical.</div>
<h4>Cinematography</h4>
<ul>
<li>40 mm interior; copper/green duotone (Zippo + dash spill).</li>
</ul>
</div>
<div class="card">
<h3>Barn Prep → Eruption (First Screech)</h3>
<p class="muted small">EXT./INT. STORAGE BARN — NIGHT</p>
<div class="dialogue">Inside: SNOWPLOW blade, two ATVs, two old SLEDS, SMALL ALUMINUM BOAT.
Fuel lines snake. Propane spaced where it matters.
WHOOMPH. Fire climbs. The OWL ERUPTS ON FIRE and SCREECHES once.
It wheels and crashes near the farmhouse.</div>
<h4>Cinematography</h4>
<ul>
<li>Fire core orange/red; push green rim on Liv; violet only above eaves.</li>
</ul>
</div>
<div class="card">
<h3>Toolbox Reveal → Poster Walk</h3>
<p class="muted small">EXT. TRUCK BED / BARN APRON — NIGHT</p>
<div class="dialogue">Liv opens the bed tool box; MASON’S SHOTGUN, oiled rag. Pump. Clack.
70 mm WIDE: Barn is a wall of fire; Liv centered, silhouette; shotgun across hips. No score.</div>
<h4>Cinematography</h4>
<ul>
<li>No white key; edge green; ember bokeh.</li>
</ul>
</div>
<div class="card">
<h3>Final Hoot → Single Shot</h3>
<p class="muted small">EXT. FARMHOUSE PERIMETER — NIGHT</p>
<div class="dialogue">From the trees: a DEEP HOOT — dominant, unsettling.
LIV: Shut up.
One shot. The body folds. Silence returns except for the barn.</div>
<h4>Cinematography</h4>
<ul>
<li>Hold tableau; no pursuit; allow flicker to recede.</li>
</ul>
</div>
<div class="card">
<h3>Denouement — CAL FIRE Smoke Check</h3>
<p class="muted small">EXT. FARMYARD — PRE‑DAWN</p>
<div class="dialogue">A CAL FIRE engine noses in; strobes paint fog. The barn steams black.
Liv sits beside a tarp‑half‑covered carcass.
CAPTAIN (radio): Smoke check complete. No visible flame. One deceased wildlife—unknown.
They don’t crowd her. Someone offers a blanket; she declines. They hold for Wildlife.</div>
<h4>Cinematography</h4>
<ul>
<li>Pre‑dawn blue lift; kill strobes after establishing; rely on porch green + amber.</li>
</ul>
</div>
<h2 id="shadow">“Owl Without Owl” — Shadow Methods</h2>
<ul>
<li>FPV drone (5″) with ≥3000 lm down‑spot + wing‑gobo for moving shadow passes.</li>
<li>Short‑throw 5–10k lm projector from lift (30–40 ft) through fog/tarp for soft feather silhouettes.</li>
<li>Safety: no flight through flame; coordinate pyro + CAL FIRE.</li>
</ul>
<h2 id="marketing">Key Art & Trailer Guidance</h2>
<ul>
<li>Primary: Liv silhouette vs. barn inferno; green rim, violet smoke.</li>
<li>Teasers: 10s / 15s Sora cuts; title card “OWL” only (no tagline).</li>
<li>Local‑news insert: cougar‑only language; KDYV‑5 style graphics and VO.</li>
</ul>
<p class="muted small">End of OWL — Encyclopedia & Partial Script Treatment.</p>
</div>
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<h1>OWL — Final Canon Bible <span class="badge">2003 • Yuba Ridge Edition • Compiled 2025-10-19 08:50 UTC</span></h1>
<p class="small">Hybrid bible for <strong>screenwriter</strong>, <strong>director of photography</strong>, <strong>department heads</strong>, and <strong>investors</strong>. Combines biological case‑file realism with cinematic production grammar. Lockpoints: <strong>Year 2003</strong>, <strong>owl‑POV super‑tele stalking</strong>, <strong>defensive mantle ground set‑piece</strong>, and <strong>authorized ≤4 s full‑owl reveal only in the final kill</strong>. R‑cut primary; PG‑13 protection embedded.</p>
<h2>1) Logline • Theme • Identity</h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv refuses the story and ends the threat.</p>
<h3>Theme</h3><p>Denial → Acceptance • Signal vs Silence • Nature’s Indifference vs Human Narrative.</p>
</div>
<div class="kv">
<h3>Creative DNA</h3>
<ul class="tight">
<li><strong>Rural Giallo</strong>: Stylized restraint (color as airbrush) over documentary realism.</li>
<li><strong>Sound‑first</strong>: No score during kills; silence and air-pressure do the fear.</li>
<li><strong>Camera grammar</strong>: 70 mm dread tableaux + 700–1200 mm owl‑POV stalking from above.</li>
<li><strong>Creature doctrine</strong>: No clean reveal until finale; two sanctioned vocals—burning screech & final deep hoot.</li>
</ul>
</div>
</div>
<h2>2) Canon Locks (Do / Don’t)</h2>
<div class="grid2">
<div class="kv"><h3>DO</h3>
<ul class="tight">
<li>Keep 2003 period: flip phones, SD 4:3 desk news, halogen/sodium light, early‑DAW audio feel.</li>
<li>Use <strong>low‑lying fog</strong> (knee height) as language in exteriors.</li>
<li>Show mass/pressure/aftermath; conceal anatomy; silhouette dominance.</li>
<li>Reveal shotgun only in Act III from Mason’s bed toolbox.</li>
</ul>
</div>
<div class="kv"><h3>DON’T</h3>
<ul class="tight">
<li>No lore dump or supernatural rules; no “explained” myth.</li>
<li>No creature hero shots or glossy CG; no gore closeups.</li>
<li>No score under kill sequence; no jump‑sting clichés.</li>
</ul>
</div>
</div>
<h2>3) Story Architecture & Kill Order</h2>
<div class="grid2">
<div class="kv">
<h3>Three‑Act Spine</h3>
<ol>
<li><strong>Act I:</strong> Mason world → first hunt (2) → <em>tower kill</em> → Hall frames cougar.</li>
<li><strong>Act II (intercut):</strong> A: Liv grief → stillness → plan. B: <em>Ruiz crash</em> (windshield ejection; bodies 120–150 yds; no drag) → desk news → vigil & giant‑cougar sketch → second hunt → Hall crash → Colson inherits.</li>
<li><strong>Act III:</strong> Barn prep → eruption (screech) → <em>authorized full‑owl finale</em> (≤4 s cumulative) → convergence → Scene 24 porch‑light restoration.</li>
</ol>
</div>
<div class="kv">
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals → <strong>Mason</strong> → 3 locals → 2 near town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2>4) Visual Bible (DP)</h2>
<div class="grid3">
<div class="kv">
<h3>Lenses & Roles</h3>
<ul class="tight">
<li>16 mm — proximity dread & canopy ceilings (25/28/35 mm).</li>
<li>40 mm — neutral interiors (Liv, Hall).</li>
<li>70 mm — locked poster frames (poster walk; restoration; aftermath).</li>
<li>700–1200 mm — <strong>owl‑POV stalking</strong> from oblique overhead; micro‑yaw head‑turns.</li>
</ul>
</div>
<div class="kv">
<h3>Light & Kelvin Map</h3>
<table class="tbl small">
<tr><th>Source</th><th>K</th><th>Use</th></tr>
<tr><td>Sodium street</td><td>2000–2500</td><td>two‑lane pools & distant cones</td></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>period beams; fog diffusion</td></tr>
<tr><td>Porch floods</td><td>2700 base + red/green</td><td>story motif; finale rim (feature only)</td></tr>
<tr><td>LED search</td><td>7000–8000</td><td>hunts/searchers; beam geometry</td></tr>
<tr><td>Fire core</td><td>1800–2000</td><td>Act III rupture; ember bokeh</td></tr>
</table>
</div>
<div class="kv">
<h3>Movement & Edit</h3>
<ul class="tight">
<li>Hold frames; move only when earned; long takes > cuts.</li>
<li>Kill beats cut on <em>air displacement</em> or <em>impact</em>, not scream.</li>
<li>Intercut discipline: A (silence) vs B (noise). Reduce cross‑cutting late Act II.</li>
</ul>
</div>
</div>
<h2>5) Sound & Music (Score Bible)</h2>
<div class="grid2">
<div class="kv">
<h3>Score</h3>
<ul class="tight">
<li>Dark goth‑outrun minimalism (Carpenter lineage), E or C minor, 60–80 BPM; 5/4 acceptable.</li>
<li>Early‑DAW mix: 44.1/16 feel; narrow stereo; short metallic plate (~1.3 s); no brickwall limiting.</li>
<li>Trailer micro‑cues: sub swells + title hit only; never under kills.</li>
</ul>
</div>
<div class="kv">
<h3>Organic Wind Resonance</h3>
<p>Non‑cultural textures (breath through tubes, low tom resonance) used as <em>texture</em>, not rhythm; placed under fog/tower/porch; absent in Scene 24.</p>
</div>
</div>
<h2>6) Creature Bible (Hybrid)</h2>
<div class="grid3">
<div class="kv">
<h3>Behavior</h3>
<ul class="tight">
<li>Perch→drop MO; skull/rib crush; selective feeding implied by aftermath only.</li>
<li>Defensive mantle: wings pitched forward 30–40°, neck compressed, head low; eyes near horizon line.</li>
<li>Vocalizations only twice: burning screech; final deep hoot (dominant).</li>
</ul>
</div>
<div class="kv">
<h3>Final‑Kill Visibility (Authorized)</h3>
<ul class="tight">
<li>≤4 s cumulative full‑owl across the sequence, silhouette‑dominant.</li>
<li>Beats: eruption silhouette (~1 s) → mantle (~1 s) → pre‑kill head turn (~0.5 s) → collapse silhouette.</li>
</ul>
</div>
<div class="kv">
<h3>Hero Animatronic Ground Rig</h3>
<ul class="tight">
<li>10 ft wingspan look; torso/legs puppet with mantling wings (scapula lift, elbow fold, carpal fan).</li>
<li>Pneumatics for pops + servos/linear actuators for pose holds; remote accumulator; hard E‑stop.</li>
<li>Nomex/aramid skin; scorched finish; ember puffs via air; low sled base; tilt 5–7° for loom.</li>
</ul>
</div>
</div>
<h2>7) SFX • Fire • Safety</h2>
<div class="grid3">
<div class="kv"><h3>Barn Eruption Options</h3>
<ul class="tight">
<li><strong>Hybrid (rec.)</strong>: practical torso burst + VFX wing augmentation.</li>
<li>Silhouette rig: condor outline + heat shimmer (safest, cheaper).</li>
<li>Full CG: control at higher post cost; keep silhouette dominance.</li>
</ul>
</div>
<div class="kv"><h3>Safety Doctrine</h3>
<ul class="tight">
<li>Marshal + charged water line; pyro zones; oxygen discipline; no drone during flame.</li>
<li>Blanks chain‑of‑custody; hot/cold calls; PPE; distances.</li>
<li>EMS on burn/crash nights; COIs, additional insureds.</li>
</ul>
</div>
<div class="kv"><h3>Crash & Road</h3>
<ul class="tight">
<li>Hall crash as post‑impact tableau (airbag dust, sugar glass spider), not moving metal.</li>
<li>Private ranch/timber road for FR‑12 optics (cones/sawhorses; one patrol car).</li>
</ul>
</div>
</div>
<h2>8) Scene Guide (Key Beats)</h2>
<div class="card"><div class="code">
COLD OPEN — Cougar present; owl kill reads cougar in aftermath.
MASON TOWER — tarp bellies; violent air displacement; no vocal.
RUIZ DISCOVERY — windshield ejection; bodies 120–150 yds; no drag; set‑downs.
DESK NEWS (2003) — SD 4:3, desk‑only copy; FR‑12 closed.
HALL CRASH — down‑rush; impact; siren chirp dies.
BARN PREP — ignition; burning screech.
FINAL KILL — pump “empty to click” (canon) or lever “counted shots” (alt); ≤4 s full‑owl; silence after click.
SCENE 24 — porch bulbs to white; dawn wind.
</div></div>
<h2>9) Trailers & Sizzle (Sora/Udio)</h2>
<div class="grid2">
<div class="kv">
<h3>Sora 15s — “OWL POV Stalk”</h3>
<p class="small">Six shots 700–1200 mm; micro‑yaws; partial attack impact only; title hit. Score: E‑minor 5/4 @ 60 BPM; no drums.</p>
</div>
<div class="kv">
<h3>Udio 15s — “Micro‑Cue”</h3>
<div class="code">E minor • 5/4 • 60 BPM • Very low. Deep analog pulse + thin chorused pad; 1 s sub‑swell under pause; title hit (sub drop + brief analog chord); total silence after.</div>
</div>
</div>
<h2>10) Production Models</h2>
<table class="tbl small">
<tr><th>Scenario</th><th>Budget Band</th><th>Days</th><th>Deliverable Scope</th></tr>
<tr><td>Lean Feature</td><td>$180k–$300k</td><td>15–18</td><td>Partial barn; post‑impact crash; private road “closure”; one condor shadow night.</td></tr>
<tr><td>Intended Feature</td><td>$450k–$900k</td><td>22–24</td><td>Hybrid barn; FPV/condor plates; robust night lighting; animatronic hero work.</td></tr>
<tr><td>Full Build</td><td>$750k–$1.5M</td><td>22–25</td><td>All set‑pieces as designed; VFX polish; contingency 10–15%.</td></tr>
</table>
<h2>11) Risks & Mitigations</h2>
<table class="tbl small">
<tr><th>Risk</th><th>Mitigation</th></tr>
<tr><td>Night exterior safety</td><td>Marshal + charged line; medic; defensible zones; hot/cold calls; fall‑arrest where needed.</td></tr>
<tr><td>Weather/fog continuity</td><td>Fog corridors; schedule flex; reusable plates; DI match.</td></tr>
<tr><td>Over‑reveal creature</td><td>Hard cap ≤4 s total; silhouette dominance; no gore closeups.</td></tr>
<tr><td>Act II pacing</td><td>Intercut discipline; limit coverage; cut to breath.</td></tr>
</table>
<h2>Appendix — Desk Copy (verbatim)</h2>
<div class="card"><div class="code">
“Both occupants were <strong>ejected through the windshield</strong>; <strong>their bodies were found over 100 yards from the vehicle</strong>. Investigators are considering low visibility and possible wildlife crossing. <strong>Forest Road Twelve will remain closed</strong> during the investigation.”
</div></div>
<div class="footer small">© OWL — Final Canon Bible (2003 • Yuba Ridge Edition). Hybrid for screenplay, cinematography, departments, and pitch.</div>
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<h1>OWL — Master Bible <span class='small'>2003 • Current Canon (compiled 2025-10-19 08:39 UTC)</span></h1>
<p class='small'>This is the single source of truth for story, style, creature, music, SFX/safety, production models, and sizzle tools. It reflects all recent decisions: <strong>year locked to 2003</strong>, <strong>owl‑POV telephoto stalking</strong>, <strong>defensive mantle ground set‑piece</strong>, and an <strong>authorized full‑owl reveal only in the final kill (≤4 s cumulative)</strong>. R‑cut ready with PG‑13 protection.</p>
<h2>1) Logline & Identity</h2>
<div class='grid2'>
<div class='kv'>
<h3>Logline</h3>
<p>In <strong>2003</strong>, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the rumor and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → acceptance; signal vs. silence; nature’s indifference vs. human narrative.</p>
</div>
<div class='kv'>
<h3>Creative DNA</h3>
<ul class='tight'>
<li><strong>Rural giallo</strong>: stylized restraint over realism (color as airbrush, not wall‑to‑wall).</li>
<li><strong>Sound‑first horror</strong>: no score during kills; silence and air‑pressure do the fear.</li>
<li><strong>Camera grammar</strong>: 70 mm tableaux + 700–1200 mm owl‑POV stalking from above.</li>
<li><strong>Creature rule</strong>: no full reveal until finale (≤4 s total); two sanctioned vocals—burning screech, final deep hoot.</li>
</ul>
</div>
</div>
<h2>2) Canon Locks (Do / Don’t)</h2>
<div class='grid2'>
<div class='kv'>
<h3>DO</h3>
<ul class='tight'>
<li>Keep 2003 period accuracy: flip phones, SD desk news, halogen/natrium light, analog feel.</li>
<li>Show mass/pressure/aftermath; conceal anatomy.</li>
<li>Use <strong>low‑lying fog</strong> (knee height) in exteriors; fog is language.</li>
<li>Use red/green porch lights as story motif (not in teasers; in feature they exist).</li>
<li>Reveal shotgun only in Act III from Mason’s bed toolbox.</li>
</ul>
</div>
<div class='kv'>
<h3>DON’T</h3>
<ul class='tight'>
<li>No lore dump, no rituals, no “explained” mythology.</li>
<li>No creature close‑ups or glamour shots; no CG shine.</li>
<li>No score under the kill sequence; never punctuate with music stings.</li>
<li>No modern tech, radios apps, or 2020s grade sheen.</li>
</ul>
</div>
</div>
<h2>3) Structure & Kill Order</h2>
<div class='grid2'>
<div class='kv'>
<h3>Three‑Act Spine</h3>
<ol>
<li><strong>Act I:</strong> Mason world → first hunt (2) → tower kill → Hall frames cougar.</li>
<li><strong>Act II (intercut):</strong> A: Liv grief → stillness → plan. B: Ruiz crash (windshield ejection, bodies 120–150 yds, no drag) → desk news → vigil & giant‑cougar sketch → hunt escalates → Hall crash → Colson inherits.</li>
<li><strong>Act III:</strong> Barn prep → eruption (screech) → <em>authorized full‑owl moments</em> in final kill → convergence → Scene 24 porch‑light restoration.</li>
</ol>
</div>
<div class='kv'>
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals → <strong>Mason</strong> → 3 locals → 2 near town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2>4) Visual Language</h2>
<div class='grid3'>
<div class='kv'>
<h3>Lenses / Roles</h3>
<ul class='tight'>
<li>16 mm — proximity dread & canopy ceilings.</li>
<li>40 mm — neutral interiors, Liv prep.</li>
<li>70 mm — dread tableaux/poster frames.</li>
<li>700–1200 mm — <strong>owl‑POV stalking from above</strong>, micro‑yaw head‑turns.</li>
</ul>
</div>
<div class='kv'>
<h3>Light & Kelvin</h3>
<table class='tbl small'>
<tr><th>Source</th><th>K</th><th>Use</th></tr>
<tr><td>Sodium street</td><td>2000–2500</td><td>two‑lane pools</td></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>period beams; fog diffusion</td></tr>
<tr><td>Porch floods</td><td>2700 base + red/green</td><td>motif; rim in finale</td></tr>
<tr><td>LED search</td><td>7000–8000</td><td>hunts/searchers</td></tr>
<tr><td>Fire core</td><td>1800–2000</td><td>Act III rupture</td></tr>
</table>
</div>
<div class='kv'>
<h3>Movement / Edit</h3>
<ul class='tight'>
<li>Hold frames; move only when earned.</li>
<li>Subtractive sound before strikes; cut on air displacement.</li>
<li>Intercut A (silence) against B (noise); reduce cross‑cutting late Act II.</li>
</ul>
</div>
</div>
<h2>5) Sound & Music (2003)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Score Bible</h3>
<ul class='tight'>
<li>Dark goth‑outrun minimalism (Carpenter DNA), <strong>E or C minor</strong>, <strong>60–80 BPM</strong>, 5/4 possible.</li>
<li>Early‑DAW tone: 44.1/16 feel, narrow stereo, short metallic plate (≈1.3 s), no brickwall limiting.</li>
<li>Micro‑gestures only in teasers/title; never under kills.</li>
</ul>
</div>
<div class='kv'>
<h3>Organic Wind Resonance</h3>
<p>Non‑cultural textures: breath through tubes, low tom resonance—used as <em>texture</em>, not rhythm; placed under fog/tower/porch beats; absent in Scene 24 to signal restoration.</p>
</div>
</div>
<h2>6) Creature Bible</h2>
<div class='grid3'>
<div class='kv'>
<h3>Behavior</h3>
<ul class='tight'>
<li>Perch→drop MO; skull/rib crush; selective feeding (faces/extremities implied).</li>
<li>Defensive mantle: wings pitched forward 30–40°, neck compressed, eyes low to horizon.</li>
<li>Vocalizations only twice: burning screech; final deep hoot.</li>
</ul>
</div>
<div class='kv'>
<h3>Final‑Kill Visibility (Authorized)</h3>
<ul class='tight'>
<li>≤4 s cumulative full‑owl across the sequence.</li>
<li>Beats: eruption silhouette (~1 s) → mantle (~1 s) → pre‑kill head turn (~0.5 s) → collapse silhouette.</li>
</ul>
</div>
<div class='kv'>
<h3>Animatronic Ground Rig (Hero)</h3>
<ul class='tight'>
<li>10 ft wingspan look; torso/legs puppet with mantling wings (scapula lift, elbow fold, carpal fan).</li>
<li>Drive: pneumatics for pops; servos/linear actuators for pose holds; remote accumulator; hard E‑stop.</li>
<li>Skin: Nomex/aramid; scorched finish; ember puffs (air), no pyros on puppet.</li>
<li>Base: low sled under duff/snow; quick tilt (5–7°) for loom.</li>
</ul>
</div>
</div>
<h2>7) SFX / Fire / Safety</h2>
<div class='grid3'>
<div class='kv'>
<h3>Barn Eruption Options</h3>
<ul class='tight'>
<li><strong>Hybrid (rec.)</strong>: practical torso burst + VFX wing augmentation.</li>
<li>Silhouette rig: condor outline; heat shimmer sells scale.</li>
<li>Full CG: control at higher post cost; keep silhouette dominance.</li>
</ul>
</div>
<div class='kv'>
<h3>Safety</h3>
<ul class='tight'>
<li>Marshal + charged water line; pyro zones; oxygen discipline; no drone during open flame.</li>
<li>Blanks chain‑of‑custody; hot/cold calls; eye/ear PPE; distances.</li>
<li>EMS on burn/crash nights; COIs, additional insureds.</li>
</ul>
</div>
<div class='kv'>
<h3>Crash & Road</h3>
<ul class='tight'>
<li>Hall crash staged as post‑impact tableau (airbag dust, sugar glass spider), not moving metal.</li>
<li>Private ranch/timber road for FR‑12 optics (cones/sawhorses; one patrol car).</li>
</ul>
</div>
</div>
<h2>8) Scene Guide (select)</h2>
<div class='card'>
<div class='code'>COLD OPEN — Cougar visible; owl kill reads cougar in aftermath.
MASON TOWER — tarp bellies; violent air displacement; clinical kill; no vocal.
RUIZ DISCOVERY — windshield ejection; bodies 120–150 yds; no drag; oval set‑downs.
NEWS DESK (2003) — desk‑only SD 4:3; facts read; FR‑12 closed.
HALL CRASH — down‑rush; impact; siren chirp dies.
LIV STILLNESS — breath on glass; “No Service” implied by world; no UI shots.
BARN PREP — fuel/propane staging; ignition; burning screech.
FINAL KILL — pump “empty to click” (canon) or lever “counted shots” (alt); ≤4 s full‑owl moments; silence after click.
SCENE 24 — swaps porch bulbs to white; giallo off‑switch; dawn wind.</div>
</div>
<h2>9) Trailers / Sizzle (Sora + Udio)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Sora 15s — “OWL POV Stalk”</h3>
<p class='small'>Six shots, 700–1200 mm owl‑POV over low fog; micro‑yaws; partial attack (impact only). Dark goth‑outrun bed (E minor, 60 BPM, 5/4), no drums; title hit only.</p>
</div>
<div class='kv'>
<h3>Sora 15s — “Hunt / Panic Cut”</h3>
<p class='small'>Procedural calm → rupture → vacuum; search line, radio tear, partial attack chaos, tinnitus, ridge stillness, title with sub‑hoot.</p>
</div>
</div>
<div class='card'>
<h3>Udio — Trailer Micro‑Cue</h3>
<div class='code'>15 s, dark goth‑outrun, E minor, 5/4 @ 60 BPM. Deep analog bass pulse + thin chorused pad; one 1 s sub‑swell under pause; single title hit (sub drop + brief analog chord); no drums; early‑2000s digital mix; –30 to –26 LUFS.</div>
</div>
<h2>10) Production Models (connections leveraged)</h2>
<table class='tbl small'>
<tr><th>Scenario</th><th>Budget Band</th><th>Days</th><th>What You Get</th></tr>
<tr><td>Lean Feature</td><td>$180k–$300k</td><td>15–18</td><td>Partial barn (flame bars/embers), post‑impact crash tableau, private road “closure,” one condor night for shadow plates.</td></tr>
<tr><td>Intended Feature</td><td>$450k–$900k</td><td>22–24</td><td>Hybrid barn eruption, FPV/condor shadow pass, robust night lighting, animatronic ground rig hero work.</td></tr>
<tr><td>Full Build</td><td>$750k–$1.5M</td><td>22–25</td><td>All set‑pieces as designed; extended post for VFX polish; contingency 10–15%.</td></tr>
</table>
<h2>11) Risks & Mitigations</h2>
<table class='tbl small'>
<tr><th>Risk</th><th>Mitigation</th></tr>
<tr><td>Night exterior safety (fire/terrain/weapons)</td><td>Marshal + charged line; medic; defensible zones; hot/cold calls; fall‑arrest where needed.</td></tr>
<tr><td>Weather/fog continuity</td><td>Fog corridors; schedule flex; reusable plates; DI match.</td></tr>
<tr><td>Over‑revealing creature</td><td>Hard cap ≤4 s; silhouette dominance; no gore closeups.</td></tr>
<tr><td>Act II pacing</td><td>Intercut discipline (A=stillness, B=noise); limit coverage; cut to breath not action.</td></tr>
</table>
<h2>12) Appendices</h2>
<div class='grid3'>
<div class='kv'>
<h3>Shotlist — Final Kill (pump canon)</h3>
<div class='code'>70 mm locked tableau. Pre‑kill hoot.
FIRE: reports 1–6 at measured cadence; ejection port inserts optional (B‑cam 85 mm).
CLICK on empty; hold 2 s of air; no score; embers fall; cut.</div>
</div>
<div class='kv'>
<h3>Broadcast Copy (desk‑only)</h3>
<div class='code'>“Both occupants were <strong>ejected through the windshield</strong>; <strong>their bodies were found over 100 yards from the vehicle</strong>. Investigators are considering low visibility and possible wildlife crossing. <strong>Forest Road Twelve will remain closed</strong> during the investigation.”</div>
</div>
<div class='kv'>
<h3>Color Targets</h3>
<ul class='tight'>
<li>Contrast‑low grade with cyan blacks; sodium left warm.</li>
<li>Finale: fire core 1800–2000 K; subtle green rim; faint violet top smoke.</li>
</ul>
</div>
</div>
<div class='footer small'>© OWL — Master Bible (2003 Current Canon). This file may be circulated to department heads and potential partners as the authoritative creative/production reference.</div>
</div>
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<h1>OWL — Master Bible <span class='small'>2003 • Current Canon (compiled 2025-10-19 09:38 UTC)</span></h1>
<p class='small'>This is the single source of truth for story, style, creature, music, SFX/safety, production models, and sizzle tools. It reflects all recent decisions: <strong>year locked to 2003</strong>, <strong>owl‑POV telephoto stalking</strong>, <strong>defensive mantle ground set‑piece</strong>, and an <strong>authorized full‑owl reveal only in the final kill (≤4 s cumulative)</strong>. R‑cut ready with PG‑13 protection.</p>
<h2>1) Logline & Identity</h2>
<div class='grid2'>
<div class='kv'>
<h3>Logline</h3>
<p>In <strong>2003</strong>, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the rumor and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → acceptance; signal vs. silence; nature’s indifference vs. human narrative.</p>
</div>
<div class='kv'>
<h3>Creative DNA</h3>
<ul class='tight'>
<li><strong>Rural giallo</strong>: stylized restraint over realism (color as airbrush, not wall‑to‑wall).</li>
<li><strong>Sound‑first horror</strong>: no score during kills; silence and air‑pressure do the fear.</li>
<li><strong>Camera grammar</strong>: 70 mm tableaux + 700–1200 mm owl‑POV stalking from above.</li>
<li><strong>Creature rule</strong>: no full reveal until finale (≤4 s total); two sanctioned vocals—burning screech, final deep hoot.</li>
</ul>
</div>
</div>
<h2>2) Canon Locks (Do / Don’t)</h2>
<div class='grid2'>
<div class='kv'>
<h3>DO</h3>
<ul class='tight'>
<li>Keep 2003 period accuracy: flip phones, SD desk news, halogen/natrium light, analog feel.</li>
<li>Show mass/pressure/aftermath; conceal anatomy.</li>
<li>Use <strong>low‑lying fog</strong> (knee height) in exteriors; fog is language.</li>
<li>Use red/green porch lights as story motif (not in teasers; in feature they exist).</li>
<li>Reveal shotgun only in Act III from Mason’s bed toolbox.</li>
</ul>
</div>
<div class='kv'>
<h3>DON’T</h3>
<ul class='tight'>
<li>No lore dump, no rituals, no “explained” mythology.</li>
<li>No creature close‑ups or glamour shots; no CG shine.</li>
<li>No score under the kill sequence; never punctuate with music stings.</li>
<li>No modern tech, radios apps, or 2020s grade sheen.</li>
</ul>
</div>
</div>
<h2>3) Structure & Kill Order</h2>
<div class='grid2'>
<div class='kv'>
<h3>Three‑Act Spine</h3>
<ol>
<li><strong>Act I:</strong> Mason world → first hunt (2) → tower kill → Hall frames cougar.</li>
<li><strong>Act II (intercut):</strong> A: Liv grief → stillness → plan. B: Ruiz crash (windshield ejection, bodies 120–150 yds, no drag) → desk news → vigil & giant‑cougar sketch → hunt escalates → Hall crash → Colson inherits.</li>
<li><strong>Act III:</strong> Barn prep → eruption (screech) → <em>authorized full‑owl moments</em> in final kill → convergence → Scene 24 porch‑light restoration.</li>
</ol>
</div>
<div class='kv'>
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals → <strong>Mason</strong> → 3 locals → 2 near town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2>4) Visual Language</h2>
<div class='grid3'>
<div class='kv'>
<h3>Lenses / Roles</h3>
<ul class='tight'>
<li>16 mm — proximity dread & canopy ceilings.</li>
<li>40 mm — neutral interiors, Liv prep.</li>
<li>70 mm — dread tableaux/poster frames.</li>
<li>700–1200 mm — <strong>owl‑POV stalking from above</strong>, micro‑yaw head‑turns.</li>
</ul>
</div>
<div class='kv'>
<h3>Light & Kelvin</h3>
<table class='tbl small'>
<tr><th>Source</th><th>K</th><th>Use</th></tr>
<tr><td>Sodium street</td><td>2000–2500</td><td>two‑lane pools</td></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>period beams; fog diffusion</td></tr>
<tr><td>Porch floods</td><td>2700 base + red/green</td><td>motif; rim in finale</td></tr>
<tr><td>LED search</td><td>7000–8000</td><td>hunts/searchers</td></tr>
<tr><td>Fire core</td><td>1800–2000</td><td>Act III rupture</td></tr>
</table>
</div>
<div class='kv'>
<h3>Movement / Edit</h3>
<ul class='tight'>
<li>Hold frames; move only when earned.</li>
<li>Subtractive sound before strikes; cut on air displacement.</li>
<li>Intercut A (silence) against B (noise); reduce cross‑cutting late Act II.</li>
</ul>
</div>
</div>
<h2>5) Sound & Music (2003)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Score Bible</h3>
<ul class='tight'>
<li>Dark goth‑outrun minimalism (Carpenter DNA), <strong>E or C minor</strong>, <strong>60–80 BPM</strong>, 5/4 possible.</li>
<li>Early‑DAW tone: 44.1/16 feel, narrow stereo, short metallic plate (≈1.3 s), no brickwall limiting.</li>
<li>Micro‑gestures only in teasers/title; never under kills.</li>
</ul>
</div>
<div class='kv'>
<h3>Organic Wind Resonance</h3>
<p>Non‑cultural textures: breath through tubes, low tom resonance—used as <em>texture</em>, not rhythm; placed under fog/tower/porch beats; absent in Scene 24 to signal restoration.</p>
</div>
</div>
<h2>6) Creature Bible</h2>
<div class='grid3'>
<div class='kv'>
<h3>Behavior</h3>
<ul class='tight'>
<li>Perch→drop MO; skull/rib crush; selective feeding (faces/extremities implied).</li>
<li>Defensive mantle: wings pitched forward 30–40°, neck compressed, eyes low to horizon.</li>
<li>Vocalizations only twice: burning screech; final deep hoot.</li>
</ul>
</div>
<div class='kv'>
<h3>Final‑Kill Visibility (Authorized)</h3>
<ul class='tight'>
<li>≤4 s cumulative full‑owl across the sequence.</li>
<li>Beats: eruption silhouette (~1 s) → mantle (~1 s) → pre‑kill head turn (~0.5 s) → collapse silhouette.</li>
</ul>
</div>
<div class='kv'>
<h3>Animatronic Ground Rig (Hero)</h3>
<ul class='tight'>
<li>10 ft wingspan look; torso/legs puppet with mantling wings (scapula lift, elbow fold, carpal fan).</li>
<li>Drive: pneumatics for pops; servos/linear actuators for pose holds; remote accumulator; hard E‑stop.</li>
<li>Skin: Nomex/aramid; scorched finish; ember puffs (air), no pyros on puppet.</li>
<li>Base: low sled under duff/snow; quick tilt (5–7°) for loom.</li>
</ul>
</div>
</div>
<h2>7) SFX / Fire / Safety</h2>
<div class='grid3'>
<div class='kv'>
<h3>Barn Eruption Options</h3>
<ul class='tight'>
<li><strong>Hybrid (rec.)</strong>: practical torso burst + VFX wing augmentation.</li>
<li>Silhouette rig: condor outline; heat shimmer sells scale.</li>
<li>Full CG: control at higher post cost; keep silhouette dominance.</li>
</ul>
</div>
<div class='kv'>
<h3>Safety</h3>
<ul class='tight'>
<li>Marshal + charged water line; pyro zones; oxygen discipline; no drone during open flame.</li>
<li>Blanks chain‑of‑custody; hot/cold calls; eye/ear PPE; distances.</li>
<li>EMS on burn/crash nights; COIs, additional insureds.</li>
</ul>
</div>
<div class='kv'>
<h3>Crash & Road</h3>
<ul class='tight'>
<li>Hall crash staged as post‑impact tableau (airbag dust, sugar glass spider), not moving metal.</li>
<li>Private ranch/timber road for FR‑12 optics (cones/sawhorses; one patrol car).</li>
</ul>
</div>
</div>
<h2>8) Scene Guide (select)</h2>
<div class='card'>
<div class='code'>COLD OPEN — Cougar visible; owl kill reads cougar in aftermath.
MASON TOWER — tarp bellies; violent air displacement; clinical kill; no vocal.
RUIZ DISCOVERY — windshield ejection; bodies 120–150 yds; no drag; oval set‑downs.
NEWS DESK (2003) — desk‑only SD 4:3; facts read; FR‑12 closed.
HALL CRASH — down‑rush; impact; siren chirp dies.
LIV STILLNESS — breath on glass; “No Service” implied by world; no UI shots.
BARN PREP — fuel/propane staging; ignition; burning screech.
FINAL KILL — lever “counted shots” (alt); ≤4 s full‑owl moments; last chamber spent; no click.
SCENE 24 — swaps porch bulbs to white; giallo off‑switch; dawn wind.</div>
</div>
<h2>9) Trailers / Sizzle (Sora + Udio)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Sora 15s — “OWL POV Stalk”</h3>
<p class='small'>Six shots, 700–1200 mm owl‑POV over low fog; micro‑yaws; partial attack (impact only). Dark goth‑outrun bed (E minor, 60 BPM, 5/4), no drums; title hit only.</p>
</div>
<div class='kv'>
<h3>Sora 15s — “Hunt / Panic Cut”</h3>
<p class='small'>Procedural calm → rupture → vacuum; search line, radio tear, partial attack chaos, tinnitus, ridge stillness, title with sub‑hoot.</p>
</div>
</div>
<div class='card'>
<h3>Udio — Trailer Micro‑Cue</h3>
<div class='code'>15 s, dark goth‑outrun, E minor, 5/4 @ 60 BPM. Deep analog bass pulse + thin chorused pad; one 1 s sub‑swell under pause; single title hit (sub drop + brief analog chord); no drums; early‑2000s digital mix; –30 to –26 LUFS.</div>
</div>
<h2>10) Production Models (connections leveraged)</h2>
<table class='tbl small'>
<tr><th>Scenario</th><th>Budget Band</th><th>Days</th><th>What You Get</th></tr>
<tr><td>Lean Feature</td><td>$180k–$300k</td><td>15–18</td><td>Partial barn (flame bars/embers), post‑impact crash tableau, private road “closure,” one condor night for shadow plates.</td></tr>
<tr><td>Intended Feature</td><td>$450k–$900k</td><td>22–24</td><td>Hybrid barn eruption, FPV/condor shadow pass, robust night lighting, animatronic ground rig hero work.</td></tr>
<tr><td>Full Build</td><td>$750k–$1.5M</td><td>22–25</td><td>All set‑pieces as designed; extended post for VFX polish; contingency 10–15%.</td></tr>
</table>
<h2>11) Risks & Mitigations</h2>
<table class='tbl small'>
<tr><th>Risk</th><th>Mitigation</th></tr>
<tr><td>Night exterior safety (fire/terrain/weapons)</td><td>Marshal + charged line; medic; defensible zones; hot/cold calls; fall‑arrest where needed.</td></tr>
<tr><td>Weather/fog continuity</td><td>Fog corridors; schedule flex; reusable plates; DI match.</td></tr>
<tr><td>Over‑revealing creature</td><td>Hard cap ≤4 s; silhouette dominance; no gore closeups.</td></tr>
<tr><td>Act II pacing</td><td>Intercut discipline (A=stillness, B=noise); limit coverage; cut to breath not action.</td></tr>
</table>
<h2>12) Appendices</h2>
<div class='grid3'>
<div class='kv'>
<h3>Shotlist — Final Kill (lever counted shots)</h3>
<div class='code'>70 mm locked tableau. Pre‑kill hoot.
FIRE: counted shots at measured cadence; lever throw rhythm visible in silhouette; brass falls.
Last chamber spent; hold 2 s of air; no score; embers fall; cut.</div>
</div>
<div class='kv'>
<h3>Broadcast Copy (desk‑only)</h3>
<div class='code'>“Both occupants were <strong>ejected through the windshield</strong>; <strong>their bodies were found over 100 yards from the vehicle</strong>. Investigators are considering low visibility and possible wildlife crossing. <strong>Forest Road Twelve will remain closed</strong> during the investigation.”</div>
</div>
<div class='kv'>
<h3>Color Targets</h3>
<ul class='tight'>
<li>Contrast‑low grade with cyan blacks; sodium left warm.</li>
<li>Finale: fire core 1800–2000 K; subtle green rim; faint violet top smoke.</li>
</ul>
</div>
</div>
<div class='footer small'>© OWL — Master Bible (2003 Current Canon). This file may be circulated to department heads and potential partners as the authoritative creative/production reference. Generated 2025-10-19 09:38 UTC.</div>
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OWL_Master_Bible_2003_CurrentCanon_pump.html — 13897 bytes
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<h1>OWL — Master Bible <span class='small'>2003 • Current Canon (compiled 2025-10-19 09:38 UTC)</span></h1>
<p class='small'>This is the single source of truth for story, style, creature, music, SFX/safety, production models, and sizzle tools. It reflects all recent decisions: <strong>year locked to 2003</strong>, <strong>owl‑POV telephoto stalking</strong>, <strong>defensive mantle ground set‑piece</strong>, and an <strong>authorized full‑owl reveal only in the final kill (≤4 s cumulative)</strong>. R‑cut ready with PG‑13 protection.</p>
<h2>1) Logline & Identity</h2>
<div class='grid2'>
<div class='kv'>
<h3>Logline</h3>
<p>In <strong>2003</strong>, a remote Sierra town misreads a string of killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall are killed, Liv rejects the rumor and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → acceptance; signal vs. silence; nature’s indifference vs. human narrative.</p>
</div>
<div class='kv'>
<h3>Creative DNA</h3>
<ul class='tight'>
<li><strong>Rural giallo</strong>: stylized restraint over realism (color as airbrush, not wall‑to‑wall).</li>
<li><strong>Sound‑first horror</strong>: no score during kills; silence and air‑pressure do the fear.</li>
<li><strong>Camera grammar</strong>: 70 mm tableaux + 700–1200 mm owl‑POV stalking from above.</li>
<li><strong>Creature rule</strong>: no full reveal until finale (≤4 s total); two sanctioned vocals—burning screech, final deep hoot.</li>
</ul>
</div>
</div>
<h2>2) Canon Locks (Do / Don’t)</h2>
<div class='grid2'>
<div class='kv'>
<h3>DO</h3>
<ul class='tight'>
<li>Keep 2003 period accuracy: flip phones, SD desk news, halogen/natrium light, analog feel.</li>
<li>Show mass/pressure/aftermath; conceal anatomy.</li>
<li>Use <strong>low‑lying fog</strong> (knee height) in exteriors; fog is language.</li>
<li>Use red/green porch lights as story motif (not in teasers; in feature they exist).</li>
<li>Reveal shotgun only in Act III from Mason’s bed toolbox.</li>
</ul>
</div>
<div class='kv'>
<h3>DON’T</h3>
<ul class='tight'>
<li>No lore dump, no rituals, no “explained” mythology.</li>
<li>No creature close‑ups or glamour shots; no CG shine.</li>
<li>No score under the kill sequence; never punctuate with music stings.</li>
<li>No modern tech, radios apps, or 2020s grade sheen.</li>
</ul>
</div>
</div>
<h2>3) Structure & Kill Order</h2>
<div class='grid2'>
<div class='kv'>
<h3>Three‑Act Spine</h3>
<ol>
<li><strong>Act I:</strong> Mason world → first hunt (2) → tower kill → Hall frames cougar.</li>
<li><strong>Act II (intercut):</strong> A: Liv grief → stillness → plan. B: Ruiz crash (windshield ejection, bodies 120–150 yds, no drag) → desk news → vigil & giant‑cougar sketch → hunt escalates → Hall crash → Colson inherits.</li>
<li><strong>Act III:</strong> Barn prep → eruption (screech) → <em>authorized full‑owl moments</em> in final kill → convergence → Scene 24 porch‑light restoration.</li>
</ol>
</div>
<div class='kv'>
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals → <strong>Mason</strong> → 3 locals → 2 near town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2>4) Visual Language</h2>
<div class='grid3'>
<div class='kv'>
<h3>Lenses / Roles</h3>
<ul class='tight'>
<li>16 mm — proximity dread & canopy ceilings.</li>
<li>40 mm — neutral interiors, Liv prep.</li>
<li>70 mm — dread tableaux/poster frames.</li>
<li>700–1200 mm — <strong>owl‑POV stalking from above</strong>, micro‑yaw head‑turns.</li>
</ul>
</div>
<div class='kv'>
<h3>Light & Kelvin</h3>
<table class='tbl small'>
<tr><th>Source</th><th>K</th><th>Use</th></tr>
<tr><td>Sodium street</td><td>2000–2500</td><td>two‑lane pools</td></tr>
<tr><td>Halogen headlights</td><td>3200–3600</td><td>period beams; fog diffusion</td></tr>
<tr><td>Porch floods</td><td>2700 base + red/green</td><td>motif; rim in finale</td></tr>
<tr><td>LED search</td><td>7000–8000</td><td>hunts/searchers</td></tr>
<tr><td>Fire core</td><td>1800–2000</td><td>Act III rupture</td></tr>
</table>
</div>
<div class='kv'>
<h3>Movement / Edit</h3>
<ul class='tight'>
<li>Hold frames; move only when earned.</li>
<li>Subtractive sound before strikes; cut on air displacement.</li>
<li>Intercut A (silence) against B (noise); reduce cross‑cutting late Act II.</li>
</ul>
</div>
</div>
<h2>5) Sound & Music (2003)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Score Bible</h3>
<ul class='tight'>
<li>Dark goth‑outrun minimalism (Carpenter DNA), <strong>E or C minor</strong>, <strong>60–80 BPM</strong>, 5/4 possible.</li>
<li>Early‑DAW tone: 44.1/16 feel, narrow stereo, short metallic plate (≈1.3 s), no brickwall limiting.</li>
<li>Micro‑gestures only in teasers/title; never under kills.</li>
</ul>
</div>
<div class='kv'>
<h3>Organic Wind Resonance</h3>
<p>Non‑cultural textures: breath through tubes, low tom resonance—used as <em>texture</em>, not rhythm; placed under fog/tower/porch beats; absent in Scene 24 to signal restoration.</p>
</div>
</div>
<h2>6) Creature Bible</h2>
<div class='grid3'>
<div class='kv'>
<h3>Behavior</h3>
<ul class='tight'>
<li>Perch→drop MO; skull/rib crush; selective feeding (faces/extremities implied).</li>
<li>Defensive mantle: wings pitched forward 30–40°, neck compressed, eyes low to horizon.</li>
<li>Vocalizations only twice: burning screech; final deep hoot.</li>
</ul>
</div>
<div class='kv'>
<h3>Final‑Kill Visibility (Authorized)</h3>
<ul class='tight'>
<li>≤4 s cumulative full‑owl across the sequence.</li>
<li>Beats: eruption silhouette (~1 s) → mantle (~1 s) → pre‑kill head turn (~0.5 s) → collapse silhouette.</li>
</ul>
</div>
<div class='kv'>
<h3>Animatronic Ground Rig (Hero)</h3>
<ul class='tight'>
<li>10 ft wingspan look; torso/legs puppet with mantling wings (scapula lift, elbow fold, carpal fan).</li>
<li>Drive: pneumatics for pops; servos/linear actuators for pose holds; remote accumulator; hard E‑stop.</li>
<li>Skin: Nomex/aramid; scorched finish; ember puffs (air), no pyros on puppet.</li>
<li>Base: low sled under duff/snow; quick tilt (5–7°) for loom.</li>
</ul>
</div>
</div>
<h2>7) SFX / Fire / Safety</h2>
<div class='grid3'>
<div class='kv'>
<h3>Barn Eruption Options</h3>
<ul class='tight'>
<li><strong>Hybrid (rec.)</strong>: practical torso burst + VFX wing augmentation.</li>
<li>Silhouette rig: condor outline; heat shimmer sells scale.</li>
<li>Full CG: control at higher post cost; keep silhouette dominance.</li>
</ul>
</div>
<div class='kv'>
<h3>Safety</h3>
<ul class='tight'>
<li>Marshal + charged water line; pyro zones; oxygen discipline; no drone during open flame.</li>
<li>Blanks chain‑of‑custody; hot/cold calls; eye/ear PPE; distances.</li>
<li>EMS on burn/crash nights; COIs, additional insureds.</li>
</ul>
</div>
<div class='kv'>
<h3>Crash & Road</h3>
<ul class='tight'>
<li>Hall crash staged as post‑impact tableau (airbag dust, sugar glass spider), not moving metal.</li>
<li>Private ranch/timber road for FR‑12 optics (cones/sawhorses; one patrol car).</li>
</ul>
</div>
</div>
<h2>8) Scene Guide (select)</h2>
<div class='card'>
<div class='code'>COLD OPEN — Cougar visible; owl kill reads cougar in aftermath.
MASON TOWER — tarp bellies; violent air displacement; clinical kill; no vocal.
RUIZ DISCOVERY — windshield ejection; bodies 120–150 yds; no drag; oval set‑downs.
NEWS DESK (2003) — desk‑only SD 4:3; facts read; FR‑12 closed.
HALL CRASH — down‑rush; impact; siren chirp dies.
LIV STILLNESS — breath on glass; “No Service” implied by world; no UI shots.
BARN PREP — fuel/propane staging; ignition; burning screech.
FINAL KILL — pump “empty to click” (canon); ≤4 s full‑owl moments; silence after click.
SCENE 24 — swaps porch bulbs to white; giallo off‑switch; dawn wind.</div>
</div>
<h2>9) Trailers / Sizzle (Sora + Udio)</h2>
<div class='grid2'>
<div class='kv'>
<h3>Sora 15s — “OWL POV Stalk”</h3>
<p class='small'>Six shots, 700–1200 mm owl‑POV over low fog; micro‑yaws; partial attack (impact only). Dark goth‑outrun bed (E minor, 60 BPM, 5/4), no drums; title hit only.</p>
</div>
<div class='kv'>
<h3>Sora 15s — “Hunt / Panic Cut”</h3>
<p class='small'>Procedural calm → rupture → vacuum; search line, radio tear, partial attack chaos, tinnitus, ridge stillness, title with sub‑hoot.</p>
</div>
</div>
<div class='card'>
<h3>Udio — Trailer Micro‑Cue</h3>
<div class='code'>15 s, dark goth‑outrun, E minor, 5/4 @ 60 BPM. Deep analog bass pulse + thin chorused pad; one 1 s sub‑swell under pause; single title hit (sub drop + brief analog chord); no drums; early‑2000s digital mix; –30 to –26 LUFS.</div>
</div>
<h2>10) Production Models (connections leveraged)</h2>
<table class='tbl small'>
<tr><th>Scenario</th><th>Budget Band</th><th>Days</th><th>What You Get</th></tr>
<tr><td>Lean Feature</td><td>$180k–$300k</td><td>15–18</td><td>Partial barn (flame bars/embers), post‑impact crash tableau, private road “closure,” one condor night for shadow plates.</td></tr>
<tr><td>Intended Feature</td><td>$450k–$900k</td><td>22–24</td><td>Hybrid barn eruption, FPV/condor shadow pass, robust night lighting, animatronic ground rig hero work.</td></tr>
<tr><td>Full Build</td><td>$750k–$1.5M</td><td>22–25</td><td>All set‑pieces as designed; extended post for VFX polish; contingency 10–15%.</td></tr>
</table>
<h2>11) Risks & Mitigations</h2>
<table class='tbl small'>
<tr><th>Risk</th><th>Mitigation</th></tr>
<tr><td>Night exterior safety (fire/terrain/weapons)</td><td>Marshal + charged line; medic; defensible zones; hot/cold calls; fall‑arrest where needed.</td></tr>
<tr><td>Weather/fog continuity</td><td>Fog corridors; schedule flex; reusable plates; DI match.</td></tr>
<tr><td>Over‑revealing creature</td><td>Hard cap ≤4 s; silhouette dominance; no gore closeups.</td></tr>
<tr><td>Act II pacing</td><td>Intercut discipline (A=stillness, B=noise); limit coverage; cut to breath not action.</td></tr>
</table>
<h2>12) Appendices</h2>
<div class='grid3'>
<div class='kv'>
<h3>Shotlist — Final Kill (pump canon)</h3>
<div class='code'>70 mm locked tableau. Pre‑kill hoot.
FIRE: reports 1–6 at measured cadence; ejection port inserts optional (B‑cam 85 mm).
CLICK on empty; hold 2 s of air; no score; embers fall; cut.</div>
</div>
<div class='kv'>
<h3>Broadcast Copy (desk‑only)</h3>
<div class='code'>“Both occupants were <strong>ejected through the windshield</strong>; <strong>their bodies were found over 100 yards from the vehicle</strong>. Investigators are considering low visibility and possible wildlife crossing. <strong>Forest Road Twelve will remain closed</strong> during the investigation.”</div>
</div>
<div class='kv'>
<h3>Color Targets</h3>
<ul class='tight'>
<li>Contrast‑low grade with cyan blacks; sodium left warm.</li>
<li>Finale: fire core 1800–2000 K; subtle green rim; faint violet top smoke.</li>
</ul>
</div>
</div>
<div class='footer small'>© OWL — Master Bible (2003 Current Canon). This file may be circulated to department heads and potential partners as the authoritative creative/production reference. Generated 2025-10-19 09:38 UTC.</div>
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OWL_Master_Encyclopedia_Script_Treatment.html — 18325 bytes
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<h1>OWL — Master Encyclopedia & Script Treatment <span class="muted">(Rural Giallo Cut • Sheriff Hall • Convergence + Scene 24)</span></h1>
<p class="muted">Compiled 2025-10-13 05:30 UTC. This master merges the encyclopedia, Rural Giallo style bible, and the expanded script treatment with the Sheriff Hall swap, the CAL FIRE convergence, and the final porch-light “Restoration” scene.</p>
<h2>Table of Contents</h2>
<ol class="toc">
<li><a href="#premise">Premise & Campaign</a></li>
<li><a href="#ency">Encyclopedia — World, Predator, Rules</a></li>
<li><a href="#period">Period Continuity (2002–2005)</a></li>
<li><a href="#palette">Rural Giallo — Color & Kelvin Map</a></li>
<li><a href="#lenses">Camera Grammar & Movement</a></li>
<li><a href="#structure">Story Structure & Kill Order</a></li>
<li><a href="#scenes">Script Treatment — Scenes & Cine Notes</a></li>
<li><a href="#shadow">“Owl Without Owl” — Practical Shadow Methods</a></li>
<li><a href="#marketing">Key Art & Teaser Guidance</a></li>
</ol>
<h2 id="premise">Premise & Campaign</h2>
<p><strong>Logline (minimal):</strong> In a remote Sierra Nevada town gripped by fear, a silent predator stalks from above.</p>
<p><strong>Tagline:</strong> <em>DEATH FALLS SILENTLY</em>.</p>
<div class="note small">Guiding idea: No metaphysics or exposition. An apex owl hunts with silence and precision. Terror = surveillance, silence, inevitability.</div>
<h2 id="ency">Encyclopedia — World, Predator, Rules</h2>
<div class="grid2">
<div class="kv">
<h3>World</h3>
<ul>
<li>Sierra Nevada town, late winter: melting snow, visible breath, lingering porch floods (red/green).</li>
<li>Locations: dense forest trails, town edge porches, stranded hybrid lookout/comm tower (tarped), treeline road, storage barn (snowplow/ATVs/old sleds/aluminum boat), farmhouse yard.</li>
</ul>
</div>
<div class="kv">
<h3>Predator</h3>
<ul>
<li>One giant owl (implied 11‑ft wingspan). Intelligent, territorial; studies patterns; severs low tower wiring.</li>
<li>MO: perch → drop; skull/rib crush; feeds on faces/extremities; bear kill implied offscreen.</li>
<li>Vocalizations allowed: burning <strong>screech</strong> (barn eruption) and final dominant <strong>hoot</strong> (pre‑kill). Otherwise silent.</li>
</ul>
</div>
</div>
<div class="grid3">
<div class="card">
<h3>Misdirection</h3>
<ul>
<li>Real cougar appears in cold open; aftermath reads as cougar (drag, rakes, prints).</li>
<li>Town clings to the cat through multiple deaths.</li>
</ul>
</div>
<div class="card">
<h3>Guardrails</h3>
<ul>
<li>Two owl vocals total; no supernatural lore; no comic relief around deaths.</li>
<li>No early shotgun foreshadowing (toolbox reveal in Act III only).</li>
<li>Owl never shown clean; fragments/silhouettes only.</li>
</ul>
</div>
<div class="card">
<h3>Authority Substitution</h3>
<ul>
<li><strong>Sheriff Hall</strong> replaces the Game Warden: calls Mason (lighting towers), checks on Liv, dies in road attack.</li>
</ul>
</div>
</div>
<h2 id="period">Period Continuity (2002–2005)</h2>
<div class="grid2">
<div class="kv">
<h3>Technology & Vehicles</h3>
<ul>
<li>Flip phones; fringe cell at ridge; optional Nextel chirp.</li>
<li>Mason: late‑’90s/early‑’00s diesel ¾‑ton; Sheriff Hall: Crown Vic P71; locals: early‑’00s Tacomas/Silverados; 1990s sleds; aluminum 12–14' boat.</li>
</ul>
</div>
<div class="kv">
<h3>Home & Dressing</h3>
<ul>
<li>CRT TV + DVD/VHS; true‑crime doc with captions (bedroom scene).</li>
<li>Paper “COUGAR ADVISORY” flyers; gas $1.79–$2.25; Carhartt / fleece / wool caps.</li>
</ul>
</div>
</div>
<h2 id="palette">Rural Giallo — Color & Kelvin Map</h2>
<p>Giallo used as an <em>airbrush</em> over realism. Color is the score.</p>
<table class="small" style="width:100%; border-collapse:collapse;">
<tr><th style="text-align:left; border-bottom:1px solid var(--line); padding:8px;">Source</th><th style="text-align:left; border-bottom:1px solid var(--line); padding:8px;">Kelvin</th><th style="text-align:left; border-bottom:1px solid var(--line); padding:8px;">Tint</th><th style="text-align:left; border-bottom:1px solid var(--line); padding:8px;">Usage</th></tr>
<tr><td style="padding:8px;">LED flashlights</td><td class="mono" style="padding:8px;">~8000 K</td><td style="padding:8px;">+green</td><td style="padding:8px;">Signature beam (hunts & Liv)</td></tr>
<tr><td style="padding:8px;">Maglite (Hall)</td><td class="mono" style="padding:8px;">~3000 K</td><td style="padding:8px;">neutral</td><td style="padding:8px;">Authority cone vs LED chill</td></tr>
<tr><td style="padding:8px;">Truck halogen</td><td class="mono" style="padding:8px;">~3200–3400 K</td><td style="padding:8px;">amber</td><td style="padding:8px;">Diesel approach motif</td></tr>
<tr><td style="padding:8px;">Street sodium</td><td class="mono" style="padding:8px;">~2000 K</td><td style="padding:8px;">yellow</td><td style="padding:8px;">Lone two‑lane pools</td></tr>
<tr><td style="padding:8px;">Fire core</td><td class="mono" style="padding:8px;">~1800–2200 K</td><td style="padding:8px;">+ green rim; violet in high smoke</td><td style="padding:8px;">Barn inferno / poster walk</td></tr>
</table>
<h2 id="lenses">Camera Grammar & Movement</h2>
<ul>
<li><strong>16 mm</strong> — environment dominance; porch floods & canopy ceilings.</li>
<li><strong>40 mm</strong> — human POV (Liv interiors, barn prep).</li>
<li><strong>70 mm</strong> — locked dread tableaux; silhouette poster frame.</li>
<li><strong>600 mm</strong> — predator distance; tower tarp; road compression; let focus “hunt”.</li>
<li><strong>Motif:</strong> 270° “owl head‑turn” rotation around truck on night road.</li>
</ul>
<h2 id="structure">Story Structure & Kill Order</h2>
<div class="grid2">
<div class="kv">
<h3>Structure</h3>
<ol>
<li><strong>Act I:</strong> Mason & Sheriff Hall; first hunt → two deaths; Liv unseen.</li>
<li><strong>Act II:</strong> Liv bedroom; Mason tower death; Hall road death; second hunt → three; two near‑town.</li>
<li><strong>Act III:</strong> Decision; barn inferno; eruption (screech); toolbox shotgun; poster walk; hoot; one shot; CAL FIRE convergence.</li>
<li><strong>Scene 24:</strong> Porch Lights — “Restoration”.</li>
</ol>
</div>
<div class="kv">
<h3>Kill Order</h3>
<p>Deer → Bear → 2 locals (first hunt) → <strong>Mason</strong> → 3 locals (second hunt) → 2 near‑town → <strong>Owl</strong> (by Liv).</p>
</div>
</div>
<h2 id="scenes">Script Treatment — Scenes & Cinematography Notes</h2>
<!-- Key scenes reproduced; others condensed for flow -->
<div class="card">
<h3>0) Cold Open — Forest Kill (Night)</h3>
<p class="small muted">EXT. SIERRA FOREST TRAIL — NIGHT</p>
<div class="dialogue">A worker’s headlamp cuts a cone through bare branches. A real COUGAR crosses, half‑seen.
He kneels at a gate latch. The cougar’s ears turn — upward.
Air moves. A black weight drops perfectly silent.
The lamp pinwheels into fog. Drag lines and raked fabric read as cougar logic.
TITLE: OWL.</div>
<h4>Cinematography</h4>
<ul>
<li>16 mm canopy; 600 mm on cougar profile; LED headlamp ~8000 K with green bloom in haze.</li>
<li>Sodium ~2000 K far back; brief violet lift in fog *after* the drop.</li>
</ul>
</div>
<div class="card">
<h3>1) Town Day / Sheriff Hall Calls Mason (Day)</h3>
<p class="small muted">EXT. MAIN STREET / COUNTY YARD — DAY</p>
<div class="dialogue">HALL checks radios and sign‑in. Volunteers stage.
HALL (into phone): Need you on the ridge. Tower beacon’s dark. Bring your keys.
MASON (V.O.): I’m coming.</div>
<h4>Cinematography</h4>
<ul><li>40 mm daylight naturalism; breath; lingering porch floods behind.</li></ul>
</div>
<div class="card">
<h3>2) First Cougar Hunt — Two Dead (Night)</h3>
<p class="small muted">EXT. RIDGE TRAIL NETWORK — NIGHT</p>
<div class="dialogue">Teams spread with radios and cold LED beams. Dogs hush.
We do not show attacks: a cut rope swing; a dropped radio; a flashlight spinning out.
By morning: two locals missing; sign reads cougar.</div>
<h4>Cinematography</h4>
<ul><li>600 mm tele compression for beam geometry; subtract ambience before each beat.</li></ul>
</div>
<div class="card">
<h3>3) Liv in Bed — “Tomorrow?” (Night)</h3>
<p class="small muted">INT. BEDROOM — NIGHT</p>
<div class="dialogue">Dim RED/GREEN porch spill through curtains.
MASON (low): Yeah.
DISPATCH (V.O.): Tower’s dark again. Beacon and radio. Can you go?
MASON: Okay.
LIV (quiet): Tomorrow?
MASON: Tomorrow.
LIV: Porch light.
MASON: Yeah.
Door click; amber headlights roll into the dark.</div>
<h4>Cinematography</h4>
<ul><li>40 mm slow dolly; keep faces unkeyed; TV CC reflected as green bar.</li></ul>
</div>
<div class="card">
<h3>4) Mason at the Stranded Lookout — Signature Kill (Night)</h3>
<p class="small muted">EXT./INT. HYBRID LOOKOUT / COMMS TOWER — NIGHT</p>
<div class="dialogue">Steel tower wrapped in weathered sheeting. Mason resets; a weak RED BLINK dies.
The tarp bellies like a lung, then still.
A black weight drops. No vocal — only air displacement. Flashlight skitters.
TALONS punch; a slam; the tower goes back to listening.</div>
<h4>Cinematography</h4>
<ul>
<li>600 mm on tarp pulse; 70 mm wide locked hold on silence.</li>
<li>Optional 3‑sec crash‑zoom into conduit gouges; split‑diopter insert (gouges sharp / Mason soft).</li>
</ul>
</div>
<div class="card">
<h3>5) House Surveillance (Night)</h3>
<p class="small muted">EXT./INT. LIV’S HOUSE — NIGHT</p>
<div class="dialogue">A heavy branch sheds snow with no wind. A shadow crosses a window at a wrong hour.
Liv listens. Nothing happens.</div>
<h4>Cinematography</h4>
<ul><li>16 mm slow pan with negative space; no score; house ticks, fabric rustle, breath.</li></ul>
</div>
<div class="card">
<h3>6) Sheriff Hall Visit → Road Death (Night)</h3>
<p class="small muted">EXT./INT. FARMHOUSE PORCH → COUNTY ROAD — NIGHT</p>
<div class="dialogue">HALL: You got somewhere to stay?
LIV: I’m fine here.
HALL: We’ll run staggered patrols. Keep the porch light on.
He leaves. On the road: a black weight hits the windshield like a thrown tarp — glass stars, the car slides into timber. Cut on silence.</div>
<h4>Cinematography</h4>
<ul><li>3000 K Maglite vs 8000 K porch spill; profile; road under one sodium cone.</li></ul>
</div>
<div class="card">
<h3>7) Second Hunt Montage — Three Dead (Night)</h3>
<p class="small muted">EXT. RIDGE / DRAINAGES — NIGHT</p>
<div class="dialogue">Radios crackle. Volunteers pass in fog. A diagonal green blade crosses frame before each cut.
Silence returns hard.</div>
<h4>Cinematography</h4>
<ul><li>Tele layers; subtract ambience 1–2 s before each beat for silence stinger.</li></ul>
</div>
<div class="card">
<h3>8) Two Near-Town Deaths (Night)</h3>
<p class="small muted">EXT. PORCHLINES / FENCELINES — NIGHT</p>
<div class="dialogue">Red and green pools argue in fog. A chain‑link fence hums once and goes still.
Neighbors off: “Cat?” — “Cat.”</div>
<h4>Cinematography</h4>
<ul><li>Let floods saturate haze; keep frames anonymous; no scream.</li></ul>
</div>
<div class="card">
<h3>9) Decision — Truck / Zippo / Fuel (Night)</h3>
<p class="small muted">EXT./INT. MASON’S TRUCK — NIGHT</p>
<div class="dialogue">Ashtray: a battered ZIPPO. Flick. Flame.
Tailgate: JERRY CANS; PROPANE. The choice is physical.</div>
<h4>Cinematography</h4>
<ul><li>40 mm interior; copper/green duotone; diesel idle motif.</li></ul>
</div>
<div class="card">
<h3>10) Barn Prep → Eruption (First Screech) (Night)</h3>
<p class="small muted">EXT./INT. STORAGE BARN — NIGHT</p>
<div class="dialogue">Inside: SNOWPLOW blade, two ATVs, two old SLEDS, SMALL ALUMINUM BOAT.
Fuel lines snake. Propane spaced where it matters.
WHOOMPH. Fire climbs. The OWL ERUPTS ON FIRE and SCREECHES once; wheels and crashes near the farmhouse.</div>
<h4>Cinematography</h4>
<ul><li>Fire core orange/red; green rim on Liv; violet only above eaves.</li></ul>
</div>
<div class="card">
<h3>11) Toolbox Reveal → Poster Walk (Night)</h3>
<p class="small muted">EXT. TRUCK BED / BARN APRON — NIGHT</p>
<div class="dialogue">Liv opens the bed toolbox — MASON’S SHOTGUN in an oil rag.
Pump. Clack.
70 mm WIDE: Barn a wall of fire; Liv centered, silhouette; shotgun across hips. No score.</div>
<h4>Cinematography</h4>
<ul><li>No white key; edge green; ember bokeh; hold.</li></ul>
</div>
<div class="card">
<h3>12) Final Hoot → Single Shot (Night)</h3>
<p class="small muted">EXT. FARMHOUSE PERIMETER — NIGHT</p>
<div class="dialogue">From the trees: a DEEP HOOT — dominant, unsettling.
LIV: Shut up.
One shot. The body folds. Silence returns except for the barn.</div>
<h4>Cinematography</h4>
<ul><li>Hold tableau; no pursuit; allow flicker to recede.</li></ul>
</div>
<div class="card">
<h3>13) Convergence — Searchers & CAL FIRE (Pre‑dawn)</h3>
<p class="small muted">EXT. FARM MEADOW — PRE‑DAWN</p>
<div class="dialogue">Smoke drifts. The barn glows in embers. Liv sits beside the carcass.
Far off — dozens of RED and GREEN beams approach through fog.
They converge, painting Liv and the dead owl in crossing color.
CAL FIRE strobes bloom behind them — diffused, quiet.
No words. The light itself discovers the truth.
Wide hold.</div>
<h4>Cinematography</h4>
<ul>
<li>70 mm static tableau; option: 600 mm compressing approaching lights.</li>
<li>Color convergence = rural giallo crescendo (red/green + amber + violet smoke).</li>
<li>Sound: many boots on frost; low radios; engines idle; no score.</li>
</ul>
</div>
<div class="card">
<h3>14) Scene 24 — Porch Lights (“Restoration”) (Dawn)</h3>
<p class="small muted">INT./EXT. LIV’S HOUSE — DAWN</p>
<div class="dialogue">Pale blue‑grey sky; breath still visible.
LIV unscrews the old RED and GREEN bulbs — one cracked, one dim — and replaces them with two WHITE daylight bulbs.
Click.
The porch floods with neutral light — clean, colorless, sterile against thawing snow.
Her breath fades.
A small bird lifts off a distant branch — not an owl, just life resuming.
Wind moves; a faint, ordinary line hum returns.
She watches a moment.
CUT TO BLACK.</div>
<h4>Cinematography</h4>
<ul>
<li>Static 70 mm wide (match Act I porch shot); optional 50 mm insert on bulb twist.</li>
<li>Bulbs 5500 K; ambient dawn ~6000 K; whites clinical; no warmth.</li>
<li>Sound: bulb thread, click, wind, one wingbeat, line hum; hold 2 s before black.</li>
</ul>
</div>
<div class="hr"></div>
<h2 id="shadow">“Owl Without Owl” — Practical Shadow Methods</h2>
<ul>
<li>FPV drone (5″) with ≥3000 lm down‑spot + wing‑gobo for moving shadow passes.</li>
<li>Short‑throw 5–10k lm projector from lift (30–40 ft) through fog/tarp for soft feather silhouettes.</li>
<li>Safety: no flight through flame; coordinate pyro + CAL FIRE.</li>
</ul>
<h2 id="marketing">Key Art & Teaser Guidance</h2>
<ul>
<li>Primary poster: Liv silhouette vs barn inferno; green rim; violet smoke; no white key.</li>
<li>Teasers: 10 s / 15 s cuts; title card “OWL” only; no tagline.</li>
<li>In‑universe local news pack (“COUGAR KILLINGS”): cougar‑only language, VHS broadcast texture.</li>
</ul>
<p class="muted small">End — OWL Master Encyclopedia & Script Treatment.</p>
</div>
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OWL_Master_Production_Bible_v1_2_Scenes.html — 20666 bytes
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<title>OWL — Master Production Bible v1.2 (Sheriff Hall Cut, Scenes Expanded)</title>
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<div class="wrap">
<h1>OWL — Master Production Bible v1.2 <span class="muted">(Sheriff Hall Cut, Scenes Expanded)</span></h1>
<p class="muted">Generated 2025-10-12 10:54 UTC</p>
<p>This v1.2 edition adds <strong>fully written scene pages</strong> with <em>dialogue</em> (where appropriate) and <em>cinematography notes</em> for every major plot point, incorporating the <strong>Sheriff Hall</strong> substitution and the locked <strong>CAL FIRE denouement</strong>. It consolidates our prior documents and chat‑only updates; no mythology or rules were changed.</p>
<h2>Table of Contents</h2>
<ol class="toc">
<li><a href="#canon">Canon Lock & Guardrails</a></li>
<li><a href="#period">Period Continuity (2002–2005)</a></li>
<li><a href="#palette">Color / Kelvin Map</a></li>
<li><a href="#lenses">Lens Grammar & Movement</a></li>
<li><a href="#scenes">Scene Deck (with Dialogue & Cinematography Notes)</a></li>
<li><a href="#shadow">Practical “Shadow of the Owl” Methods</a></li>
<li><a href="#marketing">Marketing Iconography</a></li>
</ol>
<h2 id="canon">Canon Lock & Guardrails</h2>
<ul class="bullet-tight">
<li>Two owl vocals <em>only</em>: burning <strong>SCREECH</strong> at barn eruption; final deep <strong>HOOT</strong> before Liv fires once.</li>
<li>No supernatural lore; no speeches about fate/nature; no comic relief around deaths.</li>
<li>Do not foreshadow the shotgun; toolbox reveal occurs only in Act III.</li>
<li>Use long wides, negative space, and sound subtraction; kills favor fragments/aftermath.</li>
</ul>
<h2 id="period">Period Continuity (2002–2005)</h2>
<div class="grid2">
<div>
<ul class="bullet-tight">
<li>Phones: flip phones; fringe signal at ridge; Nextel chirp optional for county.</li>
<li>Vehicles: Mason diesel ¾‑ton; Sheriff Hall Crown Vic P71; locals in early‑’00s Tacomas/Silverados.</li>
<li>Home: CRT TV; DVD/VHS; true‑crime doc with captions in Liv’s bedroom.</li>
</ul>
</div>
<div>
<ul class="bullet-tight">
<li>Wardrobe: Carhartt duck, thrift fleece, wool caps, boot‑cut denim.</li>
<li>Signage: paper <span class="mono">COUGAR ADVISORY</span> flyers; gas $1.79–$2.25.</li>
<li>Holiday residue: red/green porch floods persist into late winter.</li>
</ul>
</div>
</div>
<h2 id="palette">Color / Kelvin Map</h2>
<div class="kv">
<table class="small">
<tr><td><strong>LED flashlights (civilians)</strong></td><td class="mono">~8000 K</td><td>Thin cyan‑green edge; hunts; Liv’s hand light.</td></tr>
<tr><td><strong>Maglite (Sheriff Hall)</strong></td><td class="mono">~3000 K</td><td>Warm cone for visit/stand‑ups.</td></tr>
<tr><td><strong>Street sodium</strong></td><td class="mono">~2000 K</td><td>One lonely road light hum.</td></tr>
<tr><td><strong>Truck halogen</strong></td><td class="mono">~3200–3400 K</td><td>Diesel amber motif.</td></tr>
<tr><td><strong>Fire core</strong></td><td class="mono">~1800–2200 K</td><td>True orange/red; add green rim on Liv; violet in upper smoke.</td></tr>
</table>
</div>
<h2 id="lenses">Lens Grammar & Movement</h2>
<ul class="bullet-tight">
<li><strong>16 mm</strong> — environment dominance; forest ceilings; porch spill.</li>
<li><strong>40 mm</strong> — human POV; Liv interiors; barn prep.</li>
<li><strong>70 mm</strong> — locked dread tableaux; silhouette poster frame.</li>
<li><strong>600 mm</strong> — predator distance; tower tarp; road compression; let focus “hunt”.</li>
<li><strong>Motif move:</strong> 270° “owl head‑turn” rotation around truck on night road.</li>
</ul>
<h2 id="scenes">Scene Deck (with Dialogue & Cinematography Notes)</h2>
<div class="scene">
<h3>0. Pre‑Title: Cold Open — Forest Kill (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. SIERRA FOREST TRAIL — NIGHT | <strong>Beat:</strong> Red herring planted; silence grammar established.</p>
<div class="grid2">
<div>
<h4>Action / Dialogue</h4>
<div class="dialogue">A worker’s headlamp cuts a cone through brush. A <em>real cougar</em> crosses the trail and pauses, half-seen.
He kneels to check a gate latch. The cougar's ears turn — <em>up</em>.
Air moves. A black weight drops perfectly silent.
The lamp pinwheels into fog. Aftermath: drag lines, raked fabric, prints that read “cougar.”
TITLE: OWL.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li><strong>Lenses:</strong> 16 mm forest canopy → 600 mm on cougar profile; shallow DOF to lose background.</li>
<li><strong>Light:</strong> Headlamp 8000 K; no score; wind dies before drop. Sodium 2000 K kiss far back.</li>
<li><strong>Coverage:</strong> No creature; use shadow/air displacement only. Hold on aftermath in locked 70 mm.</li>
</ul>
</div>
</div>
<p class="law muted small">Canon basis: cold‑open misread, cougar planted, owl makes the strike; aftermath reads cougar. (Bible §§8–10) </p>
</div>
<div class="scene">
<h3>1. Town Day World / Sheriff Hall Setup (Day)</h3>
<p class="meta"><strong>Slug:</strong> EXT. MAIN STREET / COUNTY YARD — DAY | <strong>Beat:</strong> Reality anchor; call to Mason.</p>
<div class="grid2">
<div>
<h4>Action / Dialogue</h4>
<div class="dialogue">Hall checks radios and sign‑in sheets; volunteers stage.
He dials MASON.
HALL (into phone)
Need you on the ridge. Tower beacon’s dark. Bring your keys.
MASON (V.O.)
I’m coming.
</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>40 mm daylight naturalism; breath in air; lingering red/green porch floods in background.</li>
<li>Maglite/flashlight check (3000 K vs. 8000 K) for palette contrast.</li>
</ul>
</div>
</div>
<p class="law muted small">Canon basis: day setup call to retrieve mobile gas lighting towers; community cougar hunt prep. </p>
</div>
<div class="scene">
<h3>2. First Cougar Hunt — Two Dead (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. RIDGE TRAIL NETWORK — NIGHT | <strong>Beat:</strong> Misdirection cements.</p>
<div class="grid2">
<div>
<h4>Action / Dialogue</h4>
<div class="dialogue">Teams spread with radios and cold LED beams. Dogs hush.
We do not show attacks: a cut rope swing, a dropped radio, a flashlight spinning out.
By morning: two locals missing; sign reads cougar.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>600 mm tele compression down trails; beams as geometry.</li>
<li>Sound subtraction before each beat; no score.</li>
</ul>
</div>
</div>
<p class="law muted small">Canon basis: first night hunt → two deaths; evidence reads cougar. </p>
</div>
<div class="scene">
<h3>3. Liv in Bed — “Tomorrow?” (Night)</h3>
<p class="meta"><strong>Slug:</strong> INT. BEDROOM — NIGHT | <strong>Beat:</strong> False‑lead pivot planted; Liv withheld until Act II.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">A small Sierra house. Dim porch floods leak faint RED/GREEN through curtains.
LIV lies half‑awake, turned to the wall. A PHONE vibrates.
Mason dresses as he answers.
MASON (low) Yeah.
DISPATCH (V.O.) Tower’s dark again. Beacon and radio. Can you go?
MASON Okay.
LIV (quiet) Tomorrow?
MASON Tomorrow.
LIV Porch light.
MASON Yeah.
The door clicks. Amber headlights roll into the dark.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>40 mm slow dolly; no coverage splintering. Hold the goodbye off faces; play on space.</li>
<li>LED 8000 K flashlight check at door; CC on TV barely legible; audio at a hush.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>4. Mason at the Stranded Lookout — Signature Kill (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT./INT. HYBRID LOOKOUT/COMMS TOWER — NIGHT | <strong>Beat:</strong> False lead ends.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">Amber headlights crest a rutted road, catching a steel tower wrapped in weathered sheeting.
Mason resets a cabinet; the red beacon blinks weakly, dies. The tarp bellies like a lung, then still.
The OWL DROPS — a black mass. No sound; only air displacement. Flashlight skitters.
TALONS punch. A slam. A low thud. The tower goes back to listening.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>600 mm for tarp pulsation; 70 mm locked for the hold on silence.</li>
<li>Kelvin: LED 8000 K beam; dead red lens flicker; moon edge.</li>
<li>Zero vocals; no gore; dents in mast/sheeting may appear later as inserts.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>5. Surveillance on the House (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT./INT. LIV’S HOUSE — NIGHT | <strong>Beat:</strong> Presence without attack.</p>
<div class="grid2">
<div>
<h4>Action / Atmosphere</h4>
<div class="dialogue">Power line creaks. A heavy branch sheds snow with no wind.
A shadow crosses a window that shouldn’t have a shadow at this hour.
Liv listens. Nothing happens.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>16 mm slow pan with negative space; hold on empty thresholds.</li>
<li>Sound: house ticks, fabric rustle, breath. No score.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>6. Sheriff Hall Visit → Road Death (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT./INT. FARMHOUSE PORCH → COUNTY ROAD — NIGHT | <strong>Beat:</strong> POV handoff completes.</p>
<div class="grid2">
<div>
<h4>Script</h4>
<div class="dialogue">Hall stands at the porch, Maglite lowered.
HALL You got somewhere to stay?
LIV I’m fine here.
HALL We’ll run staggered patrols. Keep the porch light on.
He nods; doesn’t press. He leaves.
ON ROAD: Crown Vic glides through fog. A black weight hits the windshield like a thrown tarp.
Glass stars; the car skates off into the timber. Cut on silence.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>3000 K Maglite vs. 8000 K porch spill; faces in half‑profile, no melodrama.</li>
<li>Road: 70 mm profile wide; impact is shape + sound, not creature; cut before metal.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>7. Second Hunt Escalation — Three Dead (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. RIDGE / DRAINAGES — NIGHT | <strong>Beat:</strong> Organized failure.</p>
<div class="grid2">
<div>
<h4>Montage Grammar</h4>
<div class="dialogue">Radios crackle. Volunteers in orange vests pass in and out of fog.
One beam flares, then lies still. Another sweeps a trunk ten feet up where something hangs.
We don’t show bodies. We show aftermath geometry.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Telephoto layering of beams; silence subtraction precedes every break.</li>
<li>Sound: one dropped radio hisses until a gloved hand shuts it.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>8. Two Near‑Town Deaths (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. PORCHLINES / FENCELINES — NIGHT | <strong>Beat:</strong> Fear enters town edge.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="dialogue">A figure crosses a yard under lingering red/green floods.
A chain‑link fence hums once as if a heavy coat touched it. Then stillness.
Neighbors argue offscreen about whether it was the cat.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Porch floods saturate fog; keep frames wide, observed, anonymous.</li>
<li>No scream. Let the audience lean in and miss it.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>9. Decision: Truck / Zippo / Fuel (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT./INT. MASON’S TRUCK — NIGHT | <strong>Beat:</strong> Liv acts; no speech.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">She opens the ashtray: a battered ZIPPO. Flick. Flame.
Tailgate: JERRY CANS; PROPANE. The choice is physical.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>40 mm interior hand‑held micro‑moves; flame as key.</li>
<li>Diesel idle as motif; amber wash on gravel.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>10. Barn Prep (Night)</h3>
<p class="meta"><strong>Slug:</strong> INT. STORAGE BARN — NIGHT | <strong>Beat:</strong> Tool logic; inventory exact.</p>
<div class="grid2">
<div>
<h4>Action</h4>
<div class="dialogue">Doors yaw. Inside: SNOWPLOW blade, two ATVs, two old SNOWMOBILES, a SMALL ALUMINUM BOAT.
Fuel lines snake. Propane is spaced where it matters.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>40 mm tracking; LED 8000 K pocket light skims metal; keep realism of storage.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>11. Burning Eruption (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. BARN — NIGHT | <strong>Beat:</strong> First and only screech.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">WHOOMPH. Fire crawls and climbs.
The OWL ERUPTS ON FIRE, scattering cinders, SCREECHING once.
It wheels and crashes near the farmhouse. The night holds its breath.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Do not show clean anatomy; silhouette only through flame/smoke.</li>
<li>Fire core 1800–2200 K; add green rim on Liv; violet in upper smoke.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>12. Toolbox Reveal / Pump (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. TRUCK BED — NIGHT | <strong>Beat:</strong> First sight of shotgun.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">Liv opens the bed‑mounted TOOLBOX.
MASON’S SHOTGUN wrapped in an oil rag. She pumps once. Clack.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>40 mm close; sound takes the beat. No hero push‑in.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>13. Silhouette Walk (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. BARN APRON — NIGHT | <strong>Beat:</strong> Poster frame.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">70mm WIDE, low and locked: Barn a wall of fire.
Liv walks centered toward camera, shotgun across her hips. No score.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Edges only — green rim; violet smoke; no white key.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>14. Final Hoot → Single Shot (Night)</h3>
<p class="meta"><strong>Slug:</strong> EXT. FARMHOUSE PERIMETER — NIGHT | <strong>Beat:</strong> Kill.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">From the trees: a DEEP HOOT — dominant, unsettling.
LIV Shut up.
She fires once. The body folds. Silence returns except for the barn.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Hold wide as long as possible; do not chase with camera.</li>
</ul>
</div>
</div>
</div>
<div class="scene">
<h3>15. Denouement: CAL FIRE Smoke Report (Pre‑dawn)</h3>
<p class="meta"><strong>Slug:</strong> EXT. FARMYARD — PRE‑DAWN | <strong>Beat:</strong> Procedural, quiet end.</p>
<div class="grid2">
<div>
<h4>Script (locked)</h4>
<div class="dialogue">A CAL FIRE engine noses in; strobes paint fog. The barn steams black.
Liv sits beside a tarp‑half‑covered carcass.
CAPTAIN (into radio) Smoke check complete. No visible flame. One deceased wildlife—unknown.
They don’t crowd her. Someone offers a blanket; she declines. They hold for Wildlife.</div>
</div>
<div>
<h4>Cinematography Notes</h4>
<ul class="bullet-tight">
<li>Pre‑dawn blue lifting; kill strobes after establishing; rely on porch green + amber.</li>
<li>Keep procedural — no sentiment; wide final hold.</li>
</ul>
</div>
</div>
</div>
<h2 id="shadow">Practical “Shadow of the Owl” Methods</h2>
<ul class="bullet-tight">
<li>FPV drone (5″) with downward spot (≥3000 lm) and wing‑silhouette gobo to ripple shadow across road/rooflines.</li>
<li>Short‑throw projector (5–10k lm) from lift (30–40 ft) through fog/tarp for soft feathered silhouette.</li>
<li>Safety: no flying through flame or over responders; coordinate with pyro/CAL FIRE.</li>
</ul>
<h2 id="marketing">Marketing Iconography</h2>
<ul class="bullet-tight">
<li>Primary: Liv silhouette vs. barn inferno; shotgun; green rim; violet smoke.</li>
<li>Secondary: tarped tower faint red blink; LED beam through plastic.</li>
<li>Teasers: title card only (“OWL”); no tagline for teaser cuts.</li>
</ul>
<p class="muted small">End of v1.2</p>
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OWL_Production_Preview_Pitch_2003.html — 14654 bytes
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<title>OWL — Production Preview / Pitch (2003 • Rural Giallo)</title>
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<h1>OWL — Production Preview / Pitch <span class="sub">2003 • Rural Giallo • Natural Horror • R‑Cut Ready</span></h1>
<p class="small">Compiled 2025-10-18 05:06 UTC. This preview packet is designed for directors, producers, and partners to evaluate greenlight readiness. It compresses the feature’s creative identity, production plan, safety posture, and sizzle tools (Sora/Udio) into an executive‑readable format.</p>
<h2>Executive Snapshot (1‑page)</h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In <strong>2003</strong>, a remote Sierra town misreads a string of killings as a cougar. A <em>silent apex predator</em> hunts from above while grief and groupthink escalate. One woman refuses the story and ends the threat.</p>
<h3>Identity</h3>
<ul class="tight">
<li><strong>Tone:</strong> Rural giallo — grounded realism with stylized restraint.</li>
<li><strong>Rating:</strong> R (PG‑13 protection planned).</li>
<li><strong>Runtime target:</strong> 95–105 min.</li>
<li><strong>World lock:</strong> 2003 — analog claustrophobia; no smartphones.</li>
</ul>
</div>
<div class="kv">
<h3>Why It Wins</h3>
<ul class="tight">
<li><strong>Simple sell:</strong> “A silent predator from above.”</li>
<li><strong>Trailer language:</strong> stalking POV; fog; air‑pressure scares; no creature shots.</li>
<li><strong>Execution proof:</strong> animatronic ground‑kill rig + hybrid silhouette/VFX finale.</li>
<li><strong>Sound‑first horror:</strong> silence as weapon; no score under kills.</li>
</ul>
</div>
</div>
<h2>Creative Spine</h2>
<div class="grid3">
<div class="kv">
<h3>Visual Grammar</h3>
<ul class="tight">
<li><strong>Super‑tele stalking:</strong> 700–1200 mm “owl POV” from above; micro yaw “head turns.”</li>
<li><strong>Tableaux:</strong> 70 mm poster frames for dread stillness.</li>
<li><strong>Ground reality:</strong> 16 mm proximity for woods and work.</li>
<li><strong>Fog:</strong> constant low‑lying fog at knee height in exteriors.</li>
</ul>
</div>
<div class="kv">
<h3>Sound / Score (2003)</h3>
<ul class="tight">
<li><strong>Core:</strong> dark goth‑outrun minimalism (Carpenter DNA) at low level.</li>
<li><strong>Era feel:</strong> early‑DAW tone (44.1/16), narrow stereo, metallic short plate.</li>
<li><strong>Kill rule:</strong> no score; air displacement and impact transients only.</li>
</ul>
</div>
<div class="kv">
<h3>Creature Rules</h3>
<ul class="tight">
<li>No full reveal until final kill (≤4 s cumulative), then silhouette‑dominant.</li>
<li>Two sanctioned vocals: burning screech (barn), deep hoot before shot.</li>
<li>Primary depiction: mass, pressure, aftermath.</li>
</ul>
</div>
</div>
<h2>Set‑Piece Previews (no spoilers)</h2>
<div class="grid3">
<div class="kv">
<h3>Super‑Tele Stalk</h3>
<p>700–1200 mm overhead pursuit across a fogged ridge; micro yaws; parallax flattening; Liv always small, centered, and briefly occluded by pines.</p>
</div>
<div class="kv">
<h3>Partial Attack</h3>
<p>Cab‑interior impact: windshield spiders; down‑rush of air; airbag dust; no attacker shown; tinnitus ring; wheel coasts to stillness.</p>
</div>
<div class="kv">
<h3>Convergence</h3>
<p>Wordless meet‑up at pre‑dawn: beams find Liv; three‑second look; resolution without dialogue.</p>
</div>
</div>
<h2>Sizzle Tools (ready to generate)</h2>
<div class="card">
<h3>15‑Second Trailer — “OWL POV Stalk” (Sora Storyboard)</h3>
<p class="small">Copy each block as its own Sora shot. No creature, no faces, no phones/towers/wires, no barn. Dark goth‑outrun micro‑score included.</p>
<div class="code">GLOBAL: 2.39:1; year 2003; low‑lying fog in every exterior; subtle grain. Score: dark goth‑outrun in E minor, ~60 BPM, 5/4; analog bass pulse + thin chorused pad, very low; no drums. Ambience: wind, canopy creak, duff crunch.
SHOT 1 (2.2 s) — OWL POV high oblique, 700–1000 mm, Liv small below crossing a fogged corridor; micro yaw recenters her. Audio: wind; pulse enters barely.
SHOT 2 (2.0 s) — OWL POV 1200 mm; Liv pauses; breath ghosts upward; another micro yaw. Audio: fabric rustle; pulse only.
SHOT 3 (1.8 s) — OWL POV 700 mm lateral track; fog shears slightly above Liv then reseals. Audio: hush + short pad breath.
SHOT 4 (2.0 s) — OWL POV 1000 mm; POV drops a few feet, waiting over a shallow clearing; whisper off: “Don’t move.”
SHOT 5 (3.0 s) — PARTIAL ATTACK: POV dives; a broken limb drops in; camera jolts; no creature seen. Audio: exterior THUD + air shove + brief tempo surge, then drop.
SHOT 6 (4.0 s) — BLACK TITLE “OWL”; one dark title hit, then total silence.</div>
</div>
<div class="grid2">
<div class="kv">
<h3>Alternate 15s — “The Hunt / Panic Cut” (Sora)</h3>
<div class="code">GLOBAL: 2.39:1; 2003; low fog; dark goth‑outrun 5/4 @ 60 BPM, A minor; –18 LUFS avg.
1) 0–2: Volunteers sweep snowy trail; radios hiss; score OFF.
2) 2–4: Close glove tightens; pulse enters.
3) 4–6: POV beam in fog; radio tears mid‑word.
4) 6–8: Partial attack chaos; 0.1 s strobe; tempo surge.
5) 8–10: Flashlight half‑buried; tinnitus L; pulse resumes.
6) 10–13: Ridge stillness; one light dies; single 40 Hz sine.
7) 13–15: Black title “OWL”; two low pulses (F→F♯), sub‑hoot, hard silence.</div>
</div>
<div class="kv">
<h3>Trailer Micro‑Score — Udio</h3>
<div class="code">Prompt: 15 s micro‑cue, dark goth‑outrun, E minor, 5/4 @ 60 BPM. No drums, no melody. Deep analog bass pulse + thin chorused pad at very low level; one 1 s sub‑swell under a pause; single title hit (sub drop + brief analog chord), then total silence. Early‑2000s digital tone (44.1/16), narrow stereo, metallic plate 0.4 s. Loudness –30 to –26 LUFS.</div>
</div>
</div>
<h2>Creature / SFX / Safety (production‑ready)</h2>
<div class="grid3">
<div class="kv">
<h3>Hero Animatronic (Ground Kill)</h3>
<ul class="tight">
<li>Full‑body torso/legs with mantling wings (scapula lift + elbow fold); head/neck yaw/pitch.</li>
<li>Drive: pneumatics for pops; servos/linear actuators for pose holds; remote accumulators.</li>
<li>Skin: Nomex mesh, aramid vanes; heat‑safe dress; feather‑shed via air puffs (no pyros on puppet).</li>
<li>Base: low sled hidden under duff/snow; tilt 5–7° for loom; quick‑release bus.</li>
</ul>
</div>
<div class="kv">
<h3>Barn Eruption Options</h3>
<ul class="tight">
<li><strong>Hybrid (rec.):</strong> practical torso burst + VFX wing augmentation.</li>
<li><strong>Silhouette rig:</strong> condor‑mounted outline; heat shimmer sells scale.</li>
<li><strong>Full CG:</strong> control at higher post cost; maintain silhouette dominance.</li>
</ul>
</div>
<div class="kv">
<h3>Safety & Compliance</h3>
<ul class="tight">
<li>Marshal + charged water line; pyro zones; oxygen discipline; no drone during open flame.</li>
<li>Blanks chain‑of‑custody; hot/cold calls; eye/ear PPE.</li>
<li>EMS on burn/crash nights; COIs + additional insureds for all authorities and landowners.</li>
</ul>
</div>
</div>
<h2>Production Models (with connections leveraged)</h2>
<table class="tbl small">
<tr><th>Scenario</th><th>Budget Band</th><th>Days</th><th>What You Get</th><th>Assumptions</th></tr>
<tr><td>Lean Feature</td><td>$180k–$300k</td><td>15–18</td><td>Partial barn (flame bars/embers), post‑impact crash, private road “closure,” one condor night for shadow plates.</td><td>Private ranch roads; vendor package; off‑hours post; volunteer trucks/extras.</td></tr>
<tr><td>Intended Feature</td><td>$450k–$900k</td><td>22–24</td><td>Hybrid barn eruption, FPV/condor shadow pass, staged post‑impact crash tableau, robust night lighting.</td><td>Fire dept liaison; SFX supervisor deal; color/mix favors.</td></tr>
<tr><td>Full Build</td><td>$750k–$1.5M</td><td>22–25</td><td>All set‑pieces as designed, full safety cover, extended post for VFX polish.</td><td>Standard vendor rates; contingency 10–15%.</td></tr>
</table>
<h2>Schedule & Locations</h2>
<div class="grid2">
<div class="kv">
<h3>Schedule (example)</h3>
<ul class="tight">
<li>W1–2: Town/day, interiors, desk‑only news, private road checkpoint.</li>
<li>W3: Night woods (first/second hunt), super‑tele stalking plates.</li>
<li>W4: Crash tableau; vigil; Colson visits; convergence.</li>
<li>W5: Barn sequence (2 nights staggered) + Scene 24 dawn.</li>
</ul>
</div>
<div class="kv">
<h3>Locations</h3>
<ul class="tight">
<li>Private ranch/timber road for “FR‑12” optics (cones/sawhorses, one patrol car).</li>
<li>Farmhouse + outbuildings with controllable sightlines and fog corridors.</li>
<li>Condor night for wing‑shadow plates; reusable across scenes.</li>
</ul>
</div>
</div>
<h2>Editorial & Delivery</h2>
<div class="grid3">
<div class="kv">
<h3>Look Pipeline</h3>
<ul class="tight">
<li>Feature: modern camera with period grade (contrast‑low, cyan blacks, sodium intact).</li>
<li>Broadcast inserts: SD 4:3 desk pieces (clean DV/SDI feel).</li>
</ul>
</div>
<div class="kv">
<h3>Sound Post</h3>
<ul class="tight">
<li>Silence language; impact transients stemmed for R/PG‑13 variants.</li>
<li>5.1 mix; stems for M&E; –2 dBFS peaks; no brickwall limiting.</li>
</ul>
</div>
<div class="kv">
<h3>Deliverables</h3>
<ul class="tight">
<li>DCP, 4K/2K SDR masters, trailer masters (15s/30s), broadcast inserts, production stills.</li>
</ul>
</div>
</div>
<h2>Market Positioning</h2>
<div class="grid2">
<div class="kv">
<h3>Comps & Audience</h3>
<ul class="tight">
<li>Bridges “elevated rural realism” and visceral creature fear; quiet, disciplined terror.</li>
<li>Core horror + festival midnight + streaming binge audiences.</li>
</ul>
</div>
<div class="kv">
<h3>Tagline Angles</h3>
<ul class="tight">
<li>“You don’t hear it coming.”</li>
<li>“2003. No signal. No sound.”</li>
<li>“The silence above the ridge.”</li>
</ul>
</div>
</div>
<h2>Risks & Mitigations</h2>
<table class="tbl small">
<tr><th>Risk</th><th>Mitigation</th></tr>
<tr><td>Night exterior safety (fire, terrain, weapons)</td><td>Marshal + charged line; medic; hot/cold calls; defensible zones; fall‑arrest where required.</td></tr>
<tr><td>Weather/fog continuity</td><td>Fog corridors; low‑lying fog machines; schedule flexibility; use of plates.</td></tr>
<tr><td>Over‑exposure of creature</td><td>Hard rulebook: silhouette/aftermath only until finale; ≤4 s cumulative reveal.</td></tr>
<tr><td>Pacing drag in Act II</td><td>Intercut discipline (A: Liv isolation; B: hunt escalation); limit coverage; cut to breath.</td></tr>
</table>
<h2>Immediate Next Steps</h2>
<ul class="tight">
<li><strong>Look test day:</strong> super‑tele stalking plates + low‑fog corridor + cab impact tableau with sound capture.</li>
<li><strong>Creature shop kickoff:</strong> hero animatronic ground rig (mantle/strike/collapse) — design lock & BOM.</li>
<li><strong>Fire authority meeting:</strong> outline hybrid barn approach (practical torso burst + VFX wings) and safety scope.</li>
<li><strong>Vendor package:</strong> camera + lenses + G&E, condor night hold, off‑hours color/mix.</li>
</ul>
<div class="footer small">
OWL — Production Preview / Pitch (2003). This packet condenses the creative bible and production plan into an executive‑ready overview, with sizzle prompts and deliverable strategies included.
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<h1>OWL — Master Bible <span class="muted">(Rural Giallo Canon • Panic Teaser v2 • 2025‑10‑19)</span></h1>
<p class="muted">This document consolidates current canon for <em>OWL</em>: world rules, cinematography grammar, color & kelvin maps, sound doctrine, scene architecture, and the latest teaser/trailer specifications (15‑second Panic Cut with partial attack, no barn fire; separate 15‑second No‑Floods cut). It supersedes prior bibles where conflicts exist.</p>
<h2>Table of Contents</h2>
<ol class="toc">
<li><a href="#premise">Premise & Campaign Pillars</a></li>
<li><a href="#rules">Encyclopedia — World, Predator, Rules</a></li>
<li><a href="#period">Period Continuity (2002–2005)</a></li>
<li><a href="#palette">Rural Giallo — Color & Kelvin Map</a></li>
<li><a href="#camera">Camera Grammar & Lenses</a></li>
<li><a href="#structure">Narrative Structure & Kill Order</a></li>
<li><a href="#sound">Sound Doctrine — Score, Motifs, Silence</a></li>
<li><a href="#scenes">Script Treatment — Key Scenes & Cine Notes</a></li>
<li><a href="#shadow">“Owl Without Owl” — Practical Shadow Methods</a></li>
<li><a href="#teasers">Teasers & Trailers — Current Canon</a></li>
<li><a href="#marketing">Key Art, Tagline, Festival/Dist Positioning</a></li>
</ol>
<h2 id="premise">1) Premise & Campaign Pillars</h2>
<p><strong>Logline:</strong> In a remote Sierra Nevada town gripped by fear, a silent predator stalks from above.</p>
<p><strong>Tagline:</strong> <em>DEATH FALLS SILENTLY</em>.</p>
<div class="note">Guiding idea: No metaphysics or exposition. The predator is real, secular, and understood only by behavior. Terror = surveillance, silence, inevitability.</div>
<h2 id="rules">2) Encyclopedia — World, Predator, Rules</h2>
<div class="grid3">
<div class="kv">
<h3>World</h3>
<ul>
<li>Sierra Nevada town at winter’s end: thawing snow, visible breath, wind, sodium pools on two‑lane roads.</li>
<li>Locations: forest trails; town‑edge porches; stranded hybrid lookout/comms tower (tarped); storage barn; farmhouse perimeter; ridge meadows.</li>
</ul>
</div>
<div class="kv">
<h3>Predator</h3>
<ul>
<li>One giant owl (implied ~11‑ft wingspan). Intelligent, territorial, pattern‑learning.</li>
<li>Modus: high perch → silent drop; skull/rib crush; feeds on faces/extremities. Cuts tower wiring.</li>
<li><strong>Vocalizations (strict):</strong> exactly two in‑film: (1) burning <em>screech</em> at barn eruption; (2) final dominant <em>hoot</em> pre‑kill. Otherwise silent.</li>
</ul>
</div>
<div class="kv">
<h3>Guardrails</h3>
<ul>
<li>No supernatural lore. No comic relief around deaths. No clean creature visibility.</li>
<li>Two vocals only (see above). Color operates as score; silence is default.</li>
<li>No early shotgun foreshadowing (toolbox reveal Act III only).</li>
</ul>
</div>
</div>
<h2 id="period">3) Period Continuity (2002–2005)</h2>
<div class="grid2">
<div class="kv">
<h3>Technology & Vehicles</h3>
<ul>
<li>Flip phones; fringe cell at ridge; optional Nextel chirp.</li>
<li>Mason: late‑’90s/early‑’00s diesel ¾‑ton; Sheriff Hall: Crown Vic P71; locals: early‑’00s pickups; 1990s sleds; 12–14′ aluminum boat.</li>
<li>CRT TV + DVD/VHS in homes.</li>
</ul>
</div>
<div class="kv">
<h3>Home & Dressing</h3>
<ul>
<li>Paper COUGAR ADVISORY flyers. Gas signage $1.79–$2.25. Carhartt/fleece/wool caps.</li>
<li>Lighting era‑correct: halogen 3200–3400 K; sodium 2000 K; Maglite ~3000 K.</li>
</ul>
</div>
</div>
<h2 id="palette">4) Rural Giallo — Color & Kelvin Map</h2>
<p>Use giallo as an <em>airbrush</em> over realism. <strong>Color is the score.</strong></p>
<div class="card">
<table class="small" style="width:100%;border-collapse:collapse">
<tr><th style="text-align:left;border-bottom:1px solid var(--line);padding:8px">Source</th><th style="text-align:left;border-bottom:1px solid var(--line);padding:8px">Kelvin</th><th style="text-align:left;border-bottom:1px solid var(--line);padding:8px">Tint</th><th style="text-align:left;border-bottom:1px solid var(--line);padding:8px">Usage</th></tr>
<tr><td style="padding:8px">LED flashlights</td><td class="mono" style="padding:8px">~8000 K</td><td style="padding:8px">+green</td><td style="padding:8px">Signature beam geometry (hunts/Liv)</td></tr>
<tr><td style="padding:8px">Maglite</td><td class="mono" style="padding:8px">~3000 K</td><td style="padding:8px">neutral</td><td style="padding:8px">Authority cone (Hall)</td></tr>
<tr><td style="padding:8px">Truck halogen</td><td class="mono" style="padding:8px">~3200–3400 K</td><td style="padding:8px">amber</td><td style="padding:8px">Diesel approach motif</td></tr>
<tr><td style="padding:8px">Street sodium</td><td class="mono" style="padding:8px">~2000 K</td><td style="padding:8px">yellow</td><td style="padding:8px">Lone two‑lane cones</td></tr>
<tr><td style="padding:8px">Fire core</td><td class="mono" style="padding:8px">~1800–2200 K</td><td style="padding:8px">+green rim; violet in high smoke</td><td style="padding:8px">Barn inferno / poster walk</td></tr>
</table>
<p class="muted"><strong>Trailer‑specific exception:</strong> The 15‑second <em>No‑Floods</em> teaser removes red/green porch floods entirely; palette restricted to moon white/blue, tungsten, sodium. Feature film retains porch floods per story logic.</p>
</div>
<h2 id="camera">5) Camera Grammar & Lenses</h2>
<ul>
<li><strong>16 mm</strong> — environment dominance; porchlines & canopy ceilings.</li>
<li><strong>40 mm</strong> — human POV interiors (Liv, Hall).</li>
<li><strong>70 mm</strong> — locked dread tableaux (poster walk; restoration).</li>
<li><strong>600 mm</strong> — predator distance; tower tarp; road compression; let focus “hunt”.</li>
<li><strong>Motif:</strong> optional 270° “owl head‑turn” rotation around truck on night road.</li>
</ul>
<h2 id="structure">6) Narrative Structure & Kill Order</h2>
<div class="grid2">
<div class="kv">
<h3>Three‑Act Spine</h3>
<ol>
<li><strong>Act I:</strong> Sheriff Hall + Mason; first hunt → two dead; Liv unseen.</li>
<li><strong>Act II:</strong> Liv bedroom; Mason tower death; Hall road death; second hunt → three; two near‑town.</li>
<li><strong>Act III:</strong> Decision; barn inferno; eruption (screech); toolbox shotgun; poster walk; hoot; single shot; CAL FIRE convergence.</li>
<li><strong>Scene 24:</strong> Porch Lights — <em>Restoration</em>.</li>
</ol>
</div>
<div class="kv">
<h3>Kill Order (Implied)</h3>
<p>Deer → Bear → 2 locals (first hunt) → <strong>Mason</strong> → 3 locals (second hunt) → 2 near‑town → <strong>Owl</strong> (Liv).</p>
</div>
</div>
<h2 id="sound">7) Sound Doctrine — Score, Motifs, Silence</h2>
<div class="card">
<h3>Operating System</h3>
<ul>
<li><strong>Silence by default.</strong> Pre‑beat ambience subtraction (0.8–1.2 s) before shocks.</li>
<li><strong>Color is the score.</strong> Kelvin/tint acts as musical information.</li>
<li><strong>No owl leitmotif.</strong> Presence is marked by absence, air displacement, or the two allowed vocals.</li>
</ul>
</div>
<div class="grid2">
<div class="kv">
<h3>Score Stance</h3>
<ul>
<li>Manfredini‑side (silence dominant) with Carpenter restraint for punctuation.</li>
<li><strong>Total composed runtime ≤ 3 minutes</strong> across the feature, micro‑events only.</li>
</ul>
</div>
<div class="kv">
<h3>Motif Set (micro)</h3>
<ul>
<li><strong>M0 — Title Mark:</strong> 8–12 s, 5/4, analog micro‑cell on first title; <em>never reprised</em>.</li>
<li><strong>M1 — Perimeter Micro‑pulse:</strong> 2–5 s, single sub‑step (m2 or TT) on hard cuts; ≤ 2 uses.</li>
<li><strong>M2 — Resolve Click (human agency):</strong> 6–8 s, dry detuned upright + tiny plate tail; not on attacks.</li>
<li><strong>M3 — Restoration Chord:</strong> 5–7 s open fifths; <em>Scene 24 only</em>.</li>
</ul>
</div>
</div>
<div class="note ok"><strong>Cold‑open rule:</strong> no score → silent kill → <em>score on TITLE only</em> → hard cut to silence → in‑universe news report.</div>
<h2 id="scenes">8) Script Treatment — Key Scenes & Cine Notes</h2>
<div class="card">
<h3>0) Cold Open — Forest Kill (Night)</h3>
<p class="muted">EXT. Trail — NIGHT</p>
<p>Worker headlamp cone; real cougar crosses; air moves; black weight drops; lamp pinwheels; drag reads as cougar logic. TITLE: <strong>OWL</strong>.</p>
<ul>
<li>16 mm canopy; 600 mm on cougar; LED ~8000 K with green bloom; sodium far back.</li>
</ul>
</div>
<div class="card">
<h3>1) Town Day / Sheriff Hall Calls Mason</h3>
<ul><li>40 mm daylight naturalism; breath; lingering practicals in BG.</li></ul>
</div>
<div class="card">
<h3>2) First Cougar Hunt — Two Dead (Night)</h3>
<ul>
<li>600 mm beams; subtract ambience 1–2 s pre‑beats; no attacks shown.</li>
</ul>
</div>
<div class="card">
<h3>4) Mason at Lookout — Signature Kill</h3>
<ul>
<li>Tarp lung; 70 mm wide locked hold on silence; no vocal, only air displacement.</li>
</ul>
</div>
<div class="card">
<h3>6) Sheriff Hall Visit → Road Death</h3>
<ul>
<li>Maglite 3000 K vs moon spill; road under lone sodium cone; cut on silence.</li>
</ul>
</div>
<div class="card">
<h3>10) Barn Prep → Eruption (First Screech)</h3>
<ul>
<li>Fuel logic; WHOOMPH; owl erupts on fire and screeches once; crashes near farmhouse.</li>
</ul>
</div>
<div class="card">
<h3>11) Toolbox Reveal → Poster Walk</h3>
<ul>
<li>Shotgun pump; 70 mm silhouette vs inferno; no score.</li>
</ul>
</div>
<div class="card">
<h3>12) Final Hoot → Single Shot</h3>
<ul>
<li>Deep hoot → “Shut up.” → one shot; tableau hold.</li>
</ul>
</div>
<div class="card">
<h3>13) Convergence — Searchers & CAL FIRE (Pre‑dawn)</h3>
<ul>
<li>70 mm static; approaching red/green beams; strobes diffused; no words.</li>
</ul>
</div>
<div class="card">
<h3>14) Scene 24 — Porch Lights (Dawn) — “Restoration”</h3>
<ul>
<li>Swap porch bulbs to neutral white (5500 K); clinical light; breath fades; CUT TO BLACK.</li>
</ul>
</div>
<h2 id="shadow">9) “Owl Without Owl” — Practical Shadow Methods</h2>
<ul>
<li>FPV drone (5″) with ≥3000 lm down‑spot + wing‑gobo for moving shadow passes.</li>
<li>Lift‑mounted short‑throw projector (5–10 k lm) through fog/tarp for soft feather silhouettes.</li>
<li>Safety: no flight through flame; coordinate pyro and CAL FIRE.</li>
</ul>
<h2 id="teasers">10) Teasers & Trailers — Current Canon</h2>
<div class="card">
<h3>15 s — <em>No‑Floods</em> Teaser (Monochrome Cold)</h3>
<ul>
<li>No red/green porch floods in any shot. Palette: moon white/blue, tungsten, sodium.</li>
<li>Seven micro‑shots (0.5–4 s): Breath → Dark houses (single bulb dies) → Tower Exhale → Interior beam pass → Fence Tremor → Truck Vigil → Title + hoot.</li>
<li>Score: full Carpenter/dark‑goth synthwave pulse (5/4, 60 BPM), sub‑bass + triangle; no melody; hard stop at title.</li>
</ul>
</div>
<div class="card">
<h3>15 s — <em>Panic Cut</em> Teaser (Hunt Collapse + Partial Attack)</h3>
<ul>
<li>Procedural calm → rupture → vacuum. Cougar‑hunt framing maintained.</li>
<li>Seven beats (approx.): Trailhead sweep → Grip tightens → Eyeshine vanish → <strong>Partial attack</strong> (air‑blast, tumble, two‑frame talon) → Flashlight in snow → Ridge stillness (dawn) → Title/hoot.</li>
<li>Score: Carpenter/goth 5/4 @ 60 BPM A‑minor; one bar tempo surge during partial attack; mix −18 LUFS; end in silence.</li>
</ul>
</div>
<div class="note warn"><strong>Trailer discipline:</strong> No creature reveal; no gore; keep violence implied via motion/air and after‑image. All light sources must be motivated. Dialogue limited to fragment (“I think—”) cut off by interference. One hoot max on title.</div>
<h2 id="marketing">11) Key Art, Tagline, Festival/Distribution Positioning</h2>
<ul>
<li><strong>Poster:</strong> Liv silhouette vs barn inferno (feature context); green rim; violet smoke; no white key. Wordmark only.</li>
<li><strong>Tagline:</strong> <em>DEATH FALLS SILENTLY</em> (internal alternates not for public key art).</li>
<li><strong>Festival lanes:</strong> Art‑forward (Cannes Critics’ Week / Directors’ Fortnight / Venice Orizzonti → TIFF) or Genre‑first (Sundance Midnight / SXSW Midnighters → Sitges/Fantastic Fest/Fantasia/Overlook).</li>
<li><strong>Distribution set:</strong> Prestige: A24/NEON; Genre pipeline: IFC Midnight / RLJE + Shudder.</li>
</ul>
<div class="hr"></div>
<p class="muted small">End — OWL Master Bible • Updated 2025‑10‑19</p>
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<h1>OWL — Yuba Ridge Canon Bible <span class="badge">Rev. C – 42" Body Spec</span></h1>
<div class="muted">In‑universe production bible consolidating current canon for <em>OWL</em>. Sierra County, CA • Fictional town: <strong>Yuba Ridge</strong> (filming stand‑in around Downieville). Scientific realism focus.</div>
</header>
<nav class="toc">
<a href="#logline">Logline</a>
<a href="#world">World & Setting</a>
<a href="#creature">Creature Canon</a>
<a href="#morphometrics">Morphometrics</a>
<a href="#pathology">Pathophysiology</a>
<a href="#behavior">Behavior & Tactics</a>
<a href="#forensics">Forensics</a>
<a href="#ecology">Ecology Impacts</a>
<a href="#casefile">Case File (In‑Universe)</a>
<a href="#audio">Audio & Sora Prompts</a>
<a href="#staging">Staging & Cinematic Notes</a>
<a href="#props">Props & Visual Evidence</a>
<a href="#timeline">Operational Timeline</a>
</nav>
<section id="logline" class="card">
<h2>Core Logline</h2>
<p><strong>In late January in Yuba Ridge, a geriatric, overgrown Great Horned Owl—neurologically damaged and hormonally unshackled—treats the entire valley as its nest.</strong> It eliminates every perceived intruder, including other owls and, at times, humans. No feeding. No caching. Only defense.</p>
</section>
<section id="world" class="card">
<h2>World & Setting</h2>
<div class="grid grid-2">
<div>
<h3>Geography</h3>
<p>Fictional town: <strong>Yuba Ridge</strong>, Sierra County, CA (filmed around Downieville). Mixed conifer forest, steep ravines, elevation ~4,200 ft; river/creek corridors, snow lingering through February.</p>
<h3>Seasonality</h3>
<p><strong>Late January</strong>: peak Great Horned Owl pairing/incubation window in the Northern Sierra. Night temps sub‑freezing; valleys carry long tails of echo.</p>
</div>
<div>
<h3>Atmospheric Baseline</h3>
<ul>
<li>Wind shears and tree creak; distant water under ice.</li>
<li>Acoustic environment favors low‑frequency propagation.</li>
<li>Visual palette: moon‑cold blues, breath vapor, fine snow spindrift.</li>
</ul>
</div>
</div>
</section>
<section id="creature" class="card">
<h2>Creature Canon: “The Unpaired Male”</h2>
<ul>
<li><strong>Species:</strong> <em>Bubo virginianus</em> (Great Horned Owl) — confirmed DNA baseline.</li>
<li><strong>Status:</strong> Unpaired male; no duet responses recorded anywhere in the basin.</li>
<li><strong>Phenotype:</strong> Pathologically hypertrophic (senescent overgrowth) yet flight‑capable; enlarged talon span; abnormal endurance limited but strike power extreme.</li>
<li><strong>Behavioral Essence:</strong> <em>Permanent nest‑defense reflex</em> with territory generalized to the entire valley. Eliminates conspecifics ("owl killer") and heterospecific intruders. Does not feed on victims.</li>
</ul>
</section>
<section id="morphometrics" class="card">
<h2>Morphometrics (Rev. C — 42" Body)</h2>
<div class="grid grid-2">
<div>
<table>
<tr><th>Metric</th><th>Canon Value</th></tr>
<tr><td>Body Length</td><td><strong>1.07 m (42.0 in)</strong></td></tr>
<tr><td>Wingspan</td><td><strong>3.73 m (12.25 ft)</strong></td></tr>
<tr><td>Mass</td><td><strong>12.39 kg (27.3 lb)</strong> (constant wing‑loading scaling)</td></tr>
<tr><td>Tarsal Length</td><td>15.2 cm (6.0 in)</td></tr>
<tr><td>Hallux Talon Arc</td><td>14.0 cm (5.5 in)</td></tr>
<tr><td>Talon Tip Spacing (impact)</td><td>2.92–3.50 cm center‑to‑center</td></tr>
<tr><td>Male Call Peak</td><td>~730 Hz (deeper timbre; sub‑harmonic presence ~70–90 Hz as cinematic layer)</td></tr>
</table>
</div>
<div>
<div class="callout ok"><strong>Strike Energetics</strong><br/>Observed dive ≈ 18 m·s⁻¹ ⇒ KE ≈ <strong>~2.0 kJ</strong> at impact (↑ ~36% vs 20 lb profile). High likelihood of depressed cranial fractures and rib breaks per single committed strike.</div>
<div class="callout warn"><strong>Flight Envelope</strong><br/>Wing loading roughly conserved; endurance short; favors sentry‑perching + burst stoops; rapid withdrawal post‑impact.</div>
</div>
</div>
</section>
<section id="pathology" class="card">
<h2>Pathophysiology (HTDEH)</h2>
<h3>Hyper‑Territorial Defense with Endocrine Hypertrophy</h3>
<ul>
<li><strong>Age‑Related Hypertrophy:</strong> decades‑long caloric surplus + low competition → progressive somatic overgrowth (lamellar bone densification; heavy keratin mineralization).</li>
<li><strong>Endocrine Disinhibition:</strong> hypothalamic/pituitary feedback failure (post‑traumatic) → chronically elevated testosterone & corticosterone; high T3:T4; aggression never down‑regulates.</li>
<li><strong>Neurologic Sequelae:</strong> limbic disinhibition + sensory gating errors → loss of conspecific recognition; defense context never terminates; the <em>entire valley</em> is treated as nest.</li>
</ul>
<div class="callout danger"><strong>Functional Result:</strong> Lethal defense against any intrusion; eradication of other owls; intermittent human fatalities; no feeding/caching behavior.</div>
</section>
<section id="behavior" class="card">
<h2>Behavior & Tactics</h2>
<div class="grid grid-2">
<div>
<h3>Operational Pattern</h3>
<ul>
<li>Patrol window: 2000–0400 hrs.</li>
<li>Perching on ridgelines/snags with valley acoustic advantage.</li>
<li>Trigger stimuli: headlamps, radios, footsteps, vehicle doors, other owl calls.</li>
<li>Strike arc: 30–60° oblique; rear‑arc clamp; immediate release.</li>
</ul>
</div>
<div>
<h3>What It Is Not</h3>
<ul>
<li>Not predation: victims left intact; zero caching.</li>
<li>Not pair‑defense: no duet calls; no nest discovered.</li>
<li>Not roaming cat analogue: vertical ambush, not sustained grapple.</li>
</ul>
</div>
</div>
</section>
<section id="forensics" class="card">
<h2>Forensic Markers (Scene & Autopsy)</h2>
<div class="grid grid-2">
<div>
<h3>External</h3>
<ul>
<li>Paired cranial punctures (2.92–3.50 cm spacing), depressed fractures (6–8+ mm).</li>
<li>Four descending thoracic lacerations; posterior grip pattern.</li>
<li>Minimal ground disturbance; no drag; sometimes feather down at site.</li>
</ul>
<h3>Internal</h3>
<ul>
<li>Localized cranial hemorrhage; rib fractures beneath punctures.</li>
<li>No soft‑tissue consumption; normal post‑mortem insect delay in snow.</li>
</ul>
</div>
<div>
<h3>Population Signals</h3>
<ul>
<li>Complete collapse of duet responses; acoustic “silence” grid.</li>
<li>Conspecific carcasses: plucked primaries, skull crush, no feeding marks.</li>
<li>Rodent spike; nocturnal songbird suppression.</li>
</ul>
<div class="callout warn small"><strong>Investigator Cue:</strong> If multiple kills show <em>no feeding</em> and <em>consistent talon spacing</em> with winter timing, the cougar hypothesis collapses.
</div>
</div>
</div>
</section>
<section id="ecology" class="card">
<h2>Ecological Impacts (Basin‑Scale)</h2>
<table>
<tr><th>Metric</th><th>Pre‑Event</th><th>Current</th><th>Change</th></tr>
<tr><td>Active owl territories (8 mi²)</td><td>6 pairs</td><td>1 male</td><td>−92%</td></tr>
<tr><td>Rodent index (ind./ha)</td><td>12</td><td>27</td><td>+125%</td></tr>
<tr><td>Nocturnal songbird calls/hr</td><td>16</td><td>6</td><td>−63%</td></tr>
<tr><td>Human–wildlife incidents</td><td>0</td><td>5 fatalities + 11 attacks</td><td class="danger">severe</td></tr>
</table>
</section>
<section id="casefile" class="card">
<h2>In‑Universe Case File — Summary Statement</h2>
<div class="callout">
<p><strong>Conclusion (CDFW–RPD–25‑019 Rev. C):</strong> The Yuba Ridge specimen (42" body, 12.39 kg, 3.73 m span) is a pathologically hypertrophic <em>Bubo virginianus</em> exhibiting permanent nest‑defense behavior due to endocrine disinhibition after cranial trauma. It is responsible for conspecific extirpation and human fatalities without consumption. Immediate containment recommended; rehabilitation prognosis poor.</p>
</div>
<div class="grid grid-2">
<div class="card">
<h3>Containment</h3>
<ul>
<li>Window 0200–0400; territorial playback 720–740 Hz.</li>
<li>Reinforced decoy perch ≥ 25 kg load; double‑walled crate (≥ 1.3 m internal span).</li>
<li><strong>Telazol 1.5 mg·kg⁻¹ IM</strong> → ~19 mg total; avoid medetomidine.</li>
</ul>
</div>
<div class="card">
<h3>Post‑Capture Diagnostics</h3>
<ul>
<li>CT/MRI (cranial), endocrine panel (T, GH, T3/T4, corticosterone).</li>
<li>Heavy metals & SGARs screen; ocular/vestibular exam.</li>
<li>Behavioral extinction unlikely; humane euthanasia may be required if aggression persists.</li>
</ul>
</div>
</div>
</section>
<section id="audio" class="card">
<h2>Audio Canon & Sora 2 Prompts</h2>
<p class="section-note">Use these as master references for generating canonical owl vocalizations and attack acoustics.</p>
<h3>Baseline Territorial Hoot — “Yuba Ridge Nocturne”</h3>
<pre><code>“A massive male Great Horned Owl, body length 42 inches, wingspan 12 feet, perched on a frozen pine ridge in the Sierra Nevada. Deep, resonant territorial hoots echo through the valley at night — four-note sequence: ‘hoo…HOO-hoo-hoo’. Pitch fundamental 240 Hz with sub-harmonic undertone near 80 Hz. Crisp winter air reverb, faint wind and distant creek below. Realistic stereo environmental acoustics.”</code></pre>
<h3>Alarm / Confrontation — “The Defender”</h3>
<pre><code>“Aggressive warning call of a giant Great Horned Owl (42 inches tall, 27 pounds) defending its territory at night. Rapid bill-snap cracks, guttural hiss, followed by three thunderous low hoots. Harsh wind rush and tree branch impact in background. Vocal timbre rougher, pitch fundamentals 220–250 Hz with rasping harmonics. Emphasize power and immediacy.”</code></pre>
<h3>Ambient Perimeter — “Valley Watch”</h3>
<pre><code>“Distant overlapping calls of a single enormous owl patrolling the Yuba Ridge valley under snowfall. Low-frequency hoots (fundamental ~250 Hz) roll through forest canyons with 3- to 4-second echoes. Include subtle wind through fir trees, snow creak ambience, and far-off echo repetition suggesting vast territory. Duration 10 seconds, cinematic stereo field.”</code></pre>
<h3>Detailed Close Range — “The Ridge Warden”</h3>
<pre><code>Night on the Yuba Ridge high country. … Four-note ‘hoo…HOO-hoo-hoo’, fundamental ~230 Hz, sub-harmonic near 70 Hz, 2.2 s echo tail across the canyon. Duration ~12 s; multi-mic image; dynamic range preserved.</code></pre>
<h3>Strike Sequence — “Defense Reflex”</h3>
<pre><code>Moonless slope; intrusion at perimeter. Wingbeat concussion (50–70 Hz), feather turbulence (2–4 kHz), explosive hiss + bill snap, two hoots with Doppler (220→200 Hz) during stoop; branch crack, snow spray, muffled thud; retreat echo ~1.8 s later. Duration ~15 s; 7.1 virtual mic field.</code></pre>
</section>
<section id="staging" class="card">
<h2>Staging & Cinematic Notes</h2>
<div class="grid grid-2">
<div>
<h3>Blocking</h3>
<ul>
<li>Perch silhouettes above valley voids; backlight with cold practicals.</li>
<li>Strike beats arrive from rear‑arc; keep victim POV slightly below horizon.</li>
<li>Silence before impact; first audible is body/air displacement.</li>
</ul>
</div>
<div>
<h3>Sound Design</h3>
<ul>
<li>Underscore sub‑50 Hz impulses lightly; avoid “monster” clichés.</li>
<li>Use convolution reverbs from Sierra canyon IRs for truth in echoes.</li>
<li>Present spectrogram overlays (normal GHO vs. giant) in lab scenes.</li>
</ul>
</div>
</div>
</section>
<section id="props" class="card">
<h2>Props & Visual Evidence</h2>
<ul>
<li>Case file binder: CDFW‑RPD‑25‑019 Rev. C summary, containment plan, hormone panel charts.</li>
<li>Acoustic survey map: single‑caller grid; no duet nodes; echo corridors.</li>
<li>Feather/keratin baggies (labels: hallux sheath fragments), ruler cards with 3.2 cm spacing.</li>
<li>Perch rigging specs: load ≥ 25 kg; strike dummy with replaceable rib plates.</li>
</ul>
</section>
<section id="timeline" class="card">
<h2>Operational Timeline (Story‑Facing)</h2>
<table>
<tr><th>Window</th><th>Biology</th><th>Story Beat</th></tr>
<tr><td>Mid‑Dec</td><td>Probable cranial trauma; feedback failure begins.</td><td>Unseen event; later inferred via diagnostics.</td></tr>
<tr><td>Early Jan</td><td>Hormonal surge; unpaired; territory expands.</td><td>First missing pets; silent nights grow colder.</td></tr>
<tr><td>Late Jan</td><td>HTDEH full expression; conspecific eliminations.</td><td>Raptor silence noted; first human fatality.</td></tr>
<tr><td>Feb</td><td>Steady patrols 2000–0400; strike lethality peaks.</td><td>Case file assembled; containment attempt staged.</td></tr>
<tr><td>Mar–Apr</td><td>Possible metabolic strain.</td><td>Final confrontation options (capture vs. collapse).</td></tr>
</table>
</section>
<footer class="muted" style="margin-top:2rem">
<div class="stamp">OWL • Yuba Ridge Canon • Rev. C • Prepared for internal production use only</div>
</footer>
</div>
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<div class="wrap">
<h1>OWL — DROP-DEAD MASTER BIBLE <span class="small">2003 • Yuba Ridge • final authority</span></h1>
<p class="small">This single file contains everything required to realize <em>OWL</em> as intended. All canon is locked to 2003; the unseen killer remains unseen until the Act III finale (≤4 s cumulative full-owl silhouette). No score during kills or immediate aftermath.</p>
<div class="toc">
<a href="#nonneg">Non-Negotiables</a>
<a href="#theme">Story & Theme</a>
<a href="#chron">Chronology</a>
<a href="#coldopen">Cold-Open v3 (Ray & Dog)</a>
<a href="#desk">Broadcast Modules</a>
<a href="#chars">Characters</a>
<a href="#director">Director’s Notes</a>
<a href="#dp">DP Visual Bible</a>
<a href="#sound">Sound/Score</a>
<a href="#creature">Creature & Animatronic</a>
<a href="#sfx">SFX/Fire</a>
<a href="#shot">Key Shotlists</a>
<a href="#edit">Editorial/Delivery</a>
<a href="#prompts">Sora/Udio Prompts</a>
<a href="#check">Checklists & Risks</a>
</div>
<h2 id="nonneg">0) Non-Negotiables</h2>
<div class="grid2">
<div class="kv">
<h3>Canon</h3>
<ul class="tight">
<li><b>Year:</b> 2003. No smartphones. In-universe news is SD 4:3 desk-only.</li>
<li><b>Unseen killer:</b> owl never cleanly shown until Act III finale; total full-owl visibility ≤4 s (silhouette/heat haze/ember rim).</li>
<li><b>POV grammar:</b> 700–1200 mm overhead telephoto with tiny head-turn “micro-yaws”.</li>
<li><b>Silence doctrine:</b> <u>no score</u> under kills/aftermath. Fear = air pressure + wind + environment.</li>
<li><b>Low-lying fog:</b> knee-height in exterior nights. Breath visible.</li>
<li><b>Ending:</b> Liv kills owl; Scene 24 swaps porch bulbs to white; no sequel wink.</li>
</ul>
</div>
<div class="kv">
<h3>Safety</h3>
<ul class="tight">
<li>Fire marshal + charged water line; oxygen monitoring; exclusion arcs; no drone during open flame.</li>
<li>Armorer controls blanks; hot/cold calls; ear/eye PPE; safe arcs; minimum distances.</li>
<li>Night: terrain lighting, hypothermia plan, fog MSDS; EMS on burn/crash nights.</li>
</ul>
</div>
</div>
<h2 id="theme">1) Story & Theme</h2>
<div class="grid2">
<div class="kv">
<h3>Logline</h3>
<p>In 2003, a remote Sierra town misreads killings as a cougar while a <em>silent apex predator</em> hunts from above. After Mason and Sheriff Hall die, Liv rejects the story and ends the threat.</p>
<h3>Theme</h3>
<p>Denial → Acceptance • Signal vs. Silence • Nature’s indifference vs. human narrative.</p>
</div>
<div class="kv">
<h3>Tone = Rural-Noir Giallo</h3>
<ul class="tight">
<li>Stylized restraint (color as airbrush) over realism; never candy-colored.</li>
<li>Camera anticipates; humans catch up. Long holds, minimal dialogue.</li>
<li>Evidence and behavior carry exposition; news desk carries facts.</li>
</ul>
</div>
</div>
<h2 id="chron">2) Chronology (Act I–III) — FR-12 Placement Corrected</h2>
<div class="card">
<ol>
<li><b>Cold-Open v3:</b> Ray & dog foraging; game-cam swap; honest cougar glimpse; “run home”; <b>offscreen shots</b>; return to <b>revolver+trowel</b> and faint <b>oval set-down</b>; <b>no body</b>; Title → desk follow-up (no road closure).</li>
<li><b>Title → Presser:</b> Hall live feed (calm optics: “no broader threat”).</li>
<li><b>First night hunt:</b> two locals dead (one off, one fragmentary). Cougar theory keeps traction.</li>
<li><b>Mason surge tower:</b> tarp press-in; violent air displacement; clinical kill.</li>
<li><b>Ruiz crash discovery:</b> windshield ejection; bodies 120–150 yds; <b>no drag marks</b>; desk IDs (road <b>remains open</b>).</li>
<li><b>Hall crash:</b> owl-caused chaos; tree impact; desk announces <b>FR-12 closure</b> <u>after</u> both crashes (two days apart).</li>
<li><b>Colson escorts Liv:</b> post-closure; later the closure blocks Liv when Colson is out with the hunt.</li>
<li><b>Second hunt wave:</b> three more townsfolk; hysteria rises.</li>
<li><b>Barn prep → eruption:</b> burning screech <u>only here</u>.</li>
<li><b>Final kill:</b> measured shots; end on dry <b>CLICK</b>; ≤4 s total full-owl across sequence; silence.</li>
<li><b>Scene 24:</b> white porch bulbs; dawn neutrality.</li>
</ol>
</div>
<h2 id="coldopen">3) Cold-Open v3 — “Volunteer Naturalist (Ray & Dog)”</h2>
<div class="grid2">
<div class="kv">
<h3>Beat Outline (≈2:50)</h3>
<ol class="tight">
<li>70 mm wide approach; knee-fog; breath.</li>
<li>16/35 mm truffle routine; cloth bag; dog noses.</li>
<li>40 mm game-cam: AA swap; LED red→green; clasp shuts.</li>
<li>Forest hush; dog locks; 16 mm honest <b>cougar</b> ¾ silhouette (<1 s).</li>
<li>700–1000 mm lateral tele = “watched”.</li>
<li>70 mm tableau: <b>bear</b> non-graphic; Ray (under breath): “What the—”.</li>
<li>16 mm: “Run home.” Dog bolts; camera follows; <b>two distant gunshots</b>.</li>
<li>50–70 mm: <b>revolver+trowel</b>; faint <b>oval set-down</b>; <b>no body</b> → Title.</li>
</ol>
</div>
<div class="kv">
<h3>Script Excerpt</h3>
<div class="code">EXT. SIERRA TIMBER EDGE — PRE-DAWN (2003)
Fog plates the ground. Breath ghosts in the beam. RAY HANLON, late sixties, kneels with a DOG watching.
A TROWEL loosens leaf-duff. A pale TRUFFLE turns in his glove, into a cloth bag.
At a deer path, a CAMO GAME CAMERA opens. AA batteries clack; LED blinks red→green. Clasp shuts. He exhales.
The forest hushes. The dog stares into a seam of black timber.
A COUGAR crests brush — three-quarter silhouette — gone. The dog BARKS, locked in.
Ray draws a REVOLVER; steps slow, breath steady.
A BEAR lies raked open. Not a gore show. Wrong somehow.
RAY (under breath) What the—
OFF-SCREEN the dog barks.
RAY Go. Home.
The dog bolts. We FOLLOW THE DOG — two beats —
TWO SHOTS crack behind us. Then stillness.
BACK AT THE CLEARING — The REVOLVER and TROWEL on the duff. A flattened oval in leaves. No tracks. No body.
SMASH TO BLACK. TITLE: OWL</div>
</div>
</div>
<h2 id="desk">4) Broadcast Modules (SD 4:3 desk-only)</h2>
<div class="grid3">
<div class="card"><h3>A) Cold-Open follow-up</h3><p class="small">No road-closure language. Mentions dog returned home; investigation considers visibility/wildlife.</p></div>
<div class="card"><h3>B) Ruiz Identification</h3><p class="small">IDs Jacob (17) & David (23); ejected; found over 100 yds; road <b>remains open</b>; drivers urged to use caution after dark.</p></div>
<div class="card"><h3>C) Hall Crash → FR-12 Closure</h3><p class="small">Announces <b>closure effective immediately</b> pending investigation of both incidents; detours posted.</p></div>
</div>
<h2 id="chars">5) Characters</h2>
<div class="grid3">
<div class="kv"><h3>Liv</h3><ul class="tight"><li>Isolation → tactical control → restoration. Minimal speech; action-first.</li><li>Scene 24 = moral reset (white porch bulbs).</li></ul></div>
<div class="kv"><h3>Mason</h3><ul class="tight"><li>Ex-firefighter; competence; surge-tower kill teaches silence grammar.</li></ul></div>
<div class="kv"><h3>Hall → Colson</h3><ul class="tight"><li>Hall frames cougar; dies in crash.</li><li>Colson inherits hunt; <b>escorts Liv post-closure</b>; 3-sec finale look = confusion → acknowledgement → resolution.</li></ul></div>
</div>
<div class="grid2">
<div class="kv"><h3>Ray Hanlon</h3><ul class="tight"><li>Retired CDF captain; volunteer naturalist; truffles + game-cam checks.</li><li>His absence creates town vacuum; dog returns home starting the search.</li></ul></div>
<div class="kv"><h3>Ruiz family</h3><ul class="tight"><li>Parents’ grief fuels the hunt; desk IDs set the tone.</li></ul></div>
</div>
<h2 id="director">6) Director’s Notes (Vision & Execution)</h2>
<div class="grid2">
<div class="card"><h3>Philosophy</h3>
<ul class="tight">
<li><b>Predatory camera:</b> frame anticipates; humans catch up.</li>
<li><b>Pace:</b> deliberate dread; hold to discomfort; avoid coverage soup.</li>
<li><b>Blocking:</b> keep eye-lines too low/late; predator exists as pressure + timing.</li>
<li><b>Performance:</b> real speech; no dramaturgy; every line must be utterable off-camera.</li>
<li><b>Restraint test:</b> impressive shot? remove if it reveals anatomy.</li>
</ul></div>
<div class="card"><h3>Scene Direction</h3>
<ul class="tight">
<li><b>Cold open:</b> routine before dread; cougar truth; dog is conscience.</li>
<li><b>Mason tower:</b> kill happens to space; tarp press-in is “body”.</li>
<li><b>Ruiz:</b> distance = violence; show emptiness between truck and sheets.</li>
<li><b>Hall crash:</b> road + air behave wrong; no spectacle.</li>
<li><b>Finale:</b> silhouette beats only; fire as color; cadence ends on <b>CLICK</b>.</li>
<li><b>Scene 24:</b> white light = giallo off-switch.</li>
</ul></div>
</div>
<div class="card"><h3>Editorial Doctrine</h3>
<ul class="tight"><li>Cut on vacuum <em>after</em> event, not on event.</li><li>Long-take discipline; reaction over action.</li><li>Silence → breath → glance → line.</li></ul>
</div>
<h2 id="dp">7) DP Visual Bible</h2>
<div class="grid3">
<div class="kv"><h3>Systems & Aspect</h3><ul class="tight">
<li>Super16 (handheld woods); 35 mm/digital for 70 mm-equiv tableaux.</li>
<li>Long stills glass 800–1200 mm for owl-POV; condor/cable head; FPV dive plates (no creature).</li>
<li>Scope 2.39; desk inserts SD 4:3 pillar-boxed.</li>
</ul></div>
<div class="kv"><h3>Movement & Depth</h3><ul class="tight">
<li>Statics → slow push → pan; crane only for height POV; no Steadicam drift unless motivated.</li>
<li>Fog as depth matte; underexpose 1/3–2/3 stop; allow halogen flare.</li>
<li>Tele-pans <10°/s with slight oscillation (ocular).</li>
</ul></div>
<div class="kv"><h3>Color Grade Targets</h3><ul class="tight"><li><i>The Pledge</i> (Sierra tonality)</li><li><i>Zodiac</i> (sodium realism)</li><li><i>The Witch</i> (cold daylight, no blue candy)</li></ul></div>
</div>
<div class="card"><h3>Sequence Lens Plans</h3>
<ul class="tight">
<li><b>Cold open:</b> 16/35 (hands/dog), 40 (game-cam), 70 (tableaux) + 800 (POV plates).</li>
<li><b>Mason tower:</b> 40 (deck), 70 (tableau), 600 (tarp press-in).</li>
<li><b>Ruiz discovery:</b> 70 tableau; macro spider; 50 low on set-down ovals.</li>
<li><b>Hall crash:</b> 70 exterior; 50 rear; impact as space event; siren chirp dies.</li>
<li><b>Finale:</b> 70 tableau; 50 medium; 135 ember inserts; silhouette beats only.</li>
</ul>
</div>
<h2 id="sound">8) Sound & Score (2003)</h2>
<div class="grid2">
<div class="kv"><h3>Design Palette</h3><ul class="tight">
<li>Air-pressure dips; branch shear; tarp strain; glass creak; seatbelt ping; wind like breathing.</li>
<li>L-biased tinnitus after impacts, collapsing to bed.</li>
<li>Owl vocalizations: burning screech (barn); deep hoot (pre-kill). Otherwise silent.</li>
</ul></div>
<div class="kv"><h3>Score</h3><ul class="tight">
<li>Dark goth-outrun minimalism; early-DAW 44.1/16 texture; narrow stereo.</li>
<li>“Shockwave” motif: concussive bloom → heartbeat pulse → airy metallic tail.</li>
<li><u>Never</u> under kills/aftermath. Micro-gestures allowed in teasers/title only.</li>
</ul></div>
</div>
<h2 id="creature">9) Creature & Animatronic</h2>
<div class="grid2">
<div class="kv"><h3>On-Screen Biology</h3>
<ul class="tight">
<li>Mass sufficient to lift human briefly; evidence = <b>set-downs</b> without drag.</li>
<li>Defensive mantle ground pose; matte dark; no eye-glow.</li>
</ul></div>
<div class="kv"><h3>Hero Ground Rig</h3>
<ul class="tight">
<li>10 ft wingspan look; torso/legs puppet; scapula lift + elbow fold + carpal fan.</li>
<li>Pneumatics (pops); linear actuators (fan); servos (neck/head ticks). Remote accumulator; hard E-stop.</li>
<li>Nomex/aramid skin; char finish; LED ember edge under mesh; sled base; tilt 5–7°.</li>
</ul></div>
</div>
<h2 id="sfx">10) SFX / Fire</h2>
<div class="grid2">
<div class="kv"><h3>Barn Eruption</h3><ul class="tight">
<li><b>Hybrid (preferred):</b> practical torso burst + VFX wing extension; silhouette dominance; heat-shimmer plates.</li>
<li>Silhouette rig fallback (condor outline + smoke + heat haze) if burn constrained.</li>
</ul></div>
<div class="kv"><h3>Cougar & Bear</h3><ul class="tight">
<li>Cougar: trained trench pass <1 s or single composite; honest silhouette.</li>
<li>Bear carcass: non-graphic rake tears; no gore linger.</li>
</ul></div>
</div>
<h2 id="shot">11) Key Shotlists (abbrev)</h2>
<div class="card">
<div class="code">COLD OPEN
CO-1 70 lock — Ray & Dog approach; knee-fog; breath.
CO-2 16 HH — Truffle routine (hands/dog); cloth bag.
CO-3 40 lock — Game-cam swap (AA; red→green; clasp).
CO-4 16 HH — Cougar ¾ silhouette (<1 s), dog barks.
CO-5 70 table — Bear tableau; “What the—”.
CO-6 16 HH — “Run home”; FOLLOW DOG; two distant shots (NO SCORE).
CO-7 50–70 — Revolver + trowel; faint oval set-down; NO BODY → Title.
MASON TOWER
MT-1 70 lock — Deck tableau; tarp belly; wind.
MT-2 600 ins — Tarp lane press-in (invisible body).
MT-3 70 lock — Offscreen yank; flashlight pinwheel; breath cut (NO SCORE).
RUIZ DISCOVERY
RZ-1 70 table — Truck nose-down; one headlight; fog.
RZ-2 Macro — Windshield spider; fine mist in cracks.
RZ-3 50 low — Distance to two sheets 120–150 yds; set-downs; no drag.
HALL CRASH
HC-1 Dash prof— Canopy shadows; radio murmur.
HC-2 70 ext — Down-rush; cruiser exits; tree impact.
HC-3 50 rear — Lightbar spin; siren chirp dies; steam pot.
FINALE (EMPTY TO CLICK)
FN-1 70 lock — Full-owl silhouette mantle (<1.5 s); deep hoot.
FN-2 70 lock — Shots 1–6 measured; silhouette folds; embers.
FN-3 85 ins — Ejection port (optional).
FN-4 70 lock — Dry pump CLICK; 2 s hold; silence.</div>
</div>
<h2 id="edit">12) Editorial / Delivery</h2>
<div class="grid2">
<div class="kv"><h3>Pipeline</h3><ul class="tight">
<li>Proxies (ProRes 422 LT) → conform → ACEScct; cyan-lean blacks; restrained contrast.</li>
<li>Stems: Dialogue / Atmos / FX / Air Pressure / Score.</li>
</ul></div>
<div class="kv"><h3>Deliverables</h3><ul class="tight">
<li>4K/2K Scope master; DCP; 5.1 + 2.0; M&E; CC/AD; broadcast SD 4:3 desk modules; trailer 15 s/30 s; BTS animatronic featurette.</li>
</ul></div>
</div>
<h2 id="prompts">13) Sora & Udio Prompts</h2>
<div class="grid2">
<div class="kv"><h3>15s OWL-POV Stalk (Sora)</h3>
<div class="code">GLOBAL: 2.39:1; 2003; knee-fog. Score: E-min 5/4 @ 60 BPM, very low (no drums).
1) 2.2s owl-POV 700–1000 mm oblique over Liv; micro-yaw.
2) 2.0s 1200 mm pause; breath ghosts.
3) 1.8s 700 mm lateral; fog shears then seals.
4) 2.0s 1000 mm drop; whisper (off): “Don’t move.”
5) 3.0s dive impact off-flank; broken limb drops; <u>tempo surge 1 bar</u>.
6) 4.0s BLACK “OWL” + single title hit → silence.</div></div>
<div class="kv"><h3>Udio 15s Micro-Cue</h3>
<div class="code">15 s • E-minor • 5/4 • 60 BPM • very low
Deep analog pulse + thin chorused pad; 1 s sub-swell pre-title; single title hit; <u>NO score under kills</u>; −30 to −26 LUFS; early-DAW texture.</div></div>
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<h2 id="check">14) Checklists & Risks</h2>
<div class="grid3">
<div class="kv"><h3>Picture Day</h3><ul class="tight"><li>LUT/grade intent loaded; fog lanes plotted; armorer + marshal briefed; HDRI/heat plates scheduled.</li></ul></div>
<div class="kv"><h3>Fire Night</h3><ul class="tight"><li>Water line charged; O₂ meter; gel barriers; puppet E-stop tested; exclusion arcs; stop-work authority.</li></ul></div>
<div class="kv"><h3>Risks → Mitigation</h3><ul class="tight">
<li>No fog? Use wind + particulate + exposure bloom; minimal CG fog plates later.</li>
<li>No snow? Rely on frost + breath; hero sled snow for tight inserts.</li>
<li>Fire cancelled? Silhouette rig + smoke + heat haze + ember fans; augment wings in comp.</li>
</ul></div>
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<p class="small"><b>Rule of thumb:</b> when in doubt, choose <u>silence</u>, choose the <u>long hold</u>, and keep the owl as <u>mass and wind</u> until the final four seconds of the film.</p>
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