# FRYING PAN · the 5 REPLACE slots · beat summaries to the STYLE 3 bar (N3, 28 Oct, for the coordinator's OK)

**Bar:** _tools/coord/STYLE3_REALISM.md.
- Hyper-realistic motion: weight over the base, planted feet with foot locks, strikes from the hips, anticipation, follow-through and settle.
- Eased speed editing: fast motion 1.5-1.8x in the exchanges; super slow 0.05-0.12x on 1-2 key moments; snap back to 1x on the payoff.
- Slow-mo sound every time: the world muffled, the pitch down, a reverb tail, a whoosh in, a hard cut on the snap.
- A subtle grade.
- A layered multicam on about 1 kill in 3.

**The pan as the game has it:** a cast-iron skillet in one hand. Forehand, then backhand. A 0.55 s daze on a hit. The deflect window. 20 swings, then BROKEN.

**Owned moves I steered round:**
- the bullet deflects: MATCH POINT and SAME SPOT;
- a pot as a helmet: TIN CAN;
- a pancake flip: FLAPJACK;
- the 20th swing breaking the pan: THE LAST SWING, ledgered;
- bell realms: scythe THE KNELL, handcannon HALL OF SILENCE, the withdrawn cluster BELFRY;
- the gold bucklers: BLIND FIRE, STILL STANDING.

**Standing rules for all five:** STYLE gore; §9 head pops; no faces, bones or organs; a wide final at roll 0 with both men; non-cyan victims; map-independent (FLOOR plus a clear run).

| slot | NAME · type · victim | KEY MOVE (unique) | beats (scene s, speed) | payoff by level |
|---|---|---|---|---|
| pan.cold-sweat | **RIM LOCK** · DUEL · Fida with a sabre | the pan as a fencer's buckler: the blade bound on its face and wrenched out of her hand | 0-1.6 at 1x: a real fencing approach, her lunges measured, his pan up in a buckler guard, his feet planted. 1.6-2.4 at 1.7x: her four-cut attack (cut, cut, thrust, cut); he takes each on the pan's face (sparks, real ring), giving ground a half step each time. 2.4-2.9: an eased ramp to 0.08x on the thrust. The point lands on the pan's face; he rolls the pan so the blade slides into the rim, and twists. MULTICAM, about 1 s: the master, an insert of the blade grinding into the rim, and a low angle on his pivot foot. The sabre is wrenched out and spins away. 2.9: snap to 1x, a hard audio cut. 3.0-3.6: disarmed, she draws a dagger and steps in. | The backhand from the hips meets her head. XT: the head bursts. VH/H: the head. M: the jaw; she drops. L: the flat of the pan, out cold. VL: the dagger knocked away, and she runs. |
| pan.senseless | **DOUBLE HEADER** · ONE VS MANY · Hiba with a bat and Mikku with a knife | one swing through two heads lined up | 0-2.2, 1x with 1.6x bursts: a real two-on-one brawl. He catches the bat on the pan (the bat splinters) and slips the knife by inches, footwork keeping them in one line. 2.2-2.6: he feints the forehand so both duck to the same side and come up in a line. 2.6-3.0: an eased ramp to 0.06x on a full backhand from the hips, the pan travelling through two heads in one arc. Slow-mo sound: two muffled BONGs stretched into one. | 3.0: snap to 1x. XT: both heads burst in sequence along the arc. VH/H: both heads. M: both dropped, one out cold. L/VL: two dazed men sitting back to back. |
| pan.panic | **THE TALL GRASS** · DEATH REALM (keeps the realm slot and the god Pan's noon meadow look) · Fida with a pistol | the hunt in the waist-high grass: she fires at the movement and he rises behind her | The BONG rings on into the reed pipes, and she wakes in the meadow at the dead of noon: no wind, no shadow. The grass moves without wind. She fires at every parting (real recoil, real reloads); the rounds hit nothing. The pipes stop. 1x, then a ramp to 0.1x as she turns: Faris rises out of the grass behind her, the pan already at the top of the backswing. | Snap to 1x: the forehand from the hips. XT: the head bursts, she falls into the grass, and the grass closes over her. VH/H: the head. M/L: down in the grass, out cold. VL: she runs, and the realm lets her go. RETURN as the realm was registered. A real action payoff replaces "she dies of fear". |
| pan.skin-classic | **HOOKED** · DUEL (COMMON, short) · Mikku with a knife | the pan's handle hooked behind his knee: a sweep, and the forehand meets him on the way down | 0-1.2 at 1x: knife fighting with a real guard; he feints twice. 1.2-1.6 at 1.6x: a lunge. Faris pivots off the line, reverses his grip, and the handle hooks behind Mikku's lead knee and pulls. 1.6-2.0: eased ramp to 0.1x as Mikku's feet leave the floor and he tips backwards, the knife hand flailing; slow-mo sound. | 2.0: snap to 1x: the forehand swung down onto the falling head. XT: the head bursts on the floor. VH/H: the head. M: down hard, out. L/VL: swept onto his back, winded, and he crawls off. |
| pan.grease-fire | **SECOND EDGE** · AMBUSH · Nitha with a machete | her machete bites into the pan's rim and sticks, and the pan swings with her blade in it | She ambushes out of a gold-cast corner. Faris hears it and turns, pan up. 0.6-1.0 at 0.1x: the machete bites deep into the rim and sticks; slow-mo sound. Snap to 1.6x: she wrenches at it; he wrenches back, a real tug of weight and balance, and tears the machete out of her grip. The pan now has her blade standing out of its rim. 1.8-2.6, 1x: she backs off empty-handed. | The forehand: the embedded blade leads the arc. XT: her head off on the blade and the burst. VH: the head. H: the arm at the shoulder, then the head. M: the arm. L/VL: the flat of the pan, out cold, the machete still stuck in it. |

## Notes
- **Multicam on 2 of 5:** RIM LOCK (blade in the rim) and DOUBLE HEADER (one arc, two heads). THE TALL GRASS uses its own POV only, with no panels.
- **Victims are non-cyan:** Fida, Hiba + Mikku, Fida, Mikku, Nitha.
- **Each gets its own snd58 table** with the slow-mo treatment, and replace58: true.

## Coordinator 28 Oct: approved as the plan. THE BIND → RIM LOCK (ice owns THE BIND); DOUBLE HEADER recast from Chotu (white, in close contact) to Hiba (pink). Build nothing until the STYLE 3 sample is approved.
