Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: CLOSE ENOUGH
META LINE: deadpan / post-apocalyptic action comedy / restrained
PRIORITY: Make the leftward shot, intact target building, near-ground miss, and dry final reaction instantly readable.
MICRO BRIEF: Two seated friends test a bazooka against a distant ruined building; the rocket lands beside it and neither overreacts.
[CONTINUITY HEADER]
SEQUENCE ID: BUILDING_BAZOOKA_MISS_01
REFERENCE PRIORITY: @[characters] controls both characters' identity, faces, bodies, wardrobe, and proportions; this storyboard controls staging, motion, geography, bazooka state, and continuity.
[SCENE PACKET]
PREMISE: C1 asks, "Can I hit it?" C2 replies, "I think you can." C1 shoulders one bazooka, fires toward a distant building at screen-left, misses into the ground beside it, then says, "I think I missed." C2 answers, "Yeah."
LOCATION: Daylight on a broken concrete rooftop ledge above a ruined city; the seated pair occupy the right half, while one clearly readable target building and its adjacent open ground sit far screen-left.
START -> END: C1 and C2 sit shoulder-to-shoulder facing left with the loaded bazooka resting between C1's knees -> the target building remains intact behind a compact dust plume beside it, then both remain seated in dry silence.
ACTION CHAIN: casual question and reply -> bazooka lift and aim -> one leftward launch -> rocket drops short beside the building -> dust clears enough to prove the miss -> understated exchange.
PROP / EFFECT STATE: Exactly one bazooka and one rocket; loaded at start, empty after firing; straight leftward exhaust trail; compact ground impact immediately screen-right of the target building; no building strike or collapse.
MUST READ: Both characters always look screen-left. The rocket visibly misses the intact building and hits only the open ground beside it. Dialogue is audio context only; never draw speech bubbles, subtitles, captions, or dialogue inside panels.
[CHARACTER SANITIZATION]
C1: Blonde young woman from @[characters], seated screen-left of the pair, compact silhouette, same face and wardrobe, handling the single bazooka with controlled movements.
C2: Skull-helmeted dark-haired young woman from @[characters], seated screen-right of the pair, same face and wardrobe, relaxed posture and minimal reaction.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
@[characters] controls face, body, hair, helmet, wardrobe, footwear, materials, and proportions; storyboard controls staging only. Keep C1 left of C2, preserve silhouettes and clothing, and do not redesign, merge, age-shift, or copy extra firearms from the reference. Show only the single story bazooka.
[STORYBOARD PURITY]
Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels.
[MASTER SHOT RULE]
P01 is a 24mm side-wide master showing C1 left of C2 on the rooftop, both facing left, the bazooka between C1's knees, the distant target building at far screen-left, and the open miss zone immediately screen-right of that building.
[EMOTIONAL ARC]
Loose stillness -> casual confidence -> controlled commitment -> brief explosive focus -> dry disappointment, shown through small head turns, steady shoulders, restrained recoil, and minimal final movement.
[STYLE LOCKS]
STYLE LOCK: Clean monochrome editorial storyboard, thin graphite-gray lines, simplified readable anatomy, mostly white paper, sparse light-gray depth, restrained accent color only outside panel art.
EFFECT LOCK: One narrow straight exhaust trail, small launch flash, compact pale dust plume at ground impact, minimal debris, no oversized fireball.
ENVIRONMENT LOCK: Broken rooftop ledge, distant ruined skyline, fixed target-building silhouette, open ground beside it, stable horizon, clear daylight, sparse architectural contours.
[SPATIAL CONTINUITY LOCK]
P01, P02, P03, and P05 preserve the same side-view axis and seating order: C1 left of C2, both facing screen-left. The target building remains far screen-left with the miss zone immediately to its screen-right. P04 is a telephoto view of those same distant anchors, not a redesigned location. Only pose, bazooka state, rocket position, dust, and camera distance may change; the building stays intact.
[DIRECTOR STRIP]
Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps.
RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`.
ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`.
PANEL HEADERS: P01 / 24mm wide / Rooftop master -> P02 / 50mm / Lift and aim -> P03 / 35mm side / Fire left -> P04 / telephoto / Miss beside building -> P05 / 50mm two-shot / Dry verdict
CAMERA + LENS PLAN: P01 locked side-wide geography -> P02 closer side medium -> P03 side profile cut on action -> P04 telephoto target view -> P05 return to same-axis seated two-shot
ACTION PATH: P01 ask and reply -> P02 C1 shoulders bazooka -> P03 one rocket exits left -> P04 rocket hits ground beside intact building -> P05 C1 lowers empty launcher, C2 barely turns
RHYTHM TRACK: P01 RHY P01: hold / long block / held beat -> P02 RHY P02: build / medium block / clean beat -> P03 RHY P03: burst / short block / smash beat -> P04 RHY P04: impact / short block / clean beat -> P05 RHY P05: pause / long block / held beat
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L3 rise / drop -> P05 ESC P05: L1 calm / release
STATE TRACK: P01 loaded / seated / face left -> P02 loaded / shoulder aim -> P03 fired once / launcher empty -> P04 building intact / dust beside -> P05 empty launcher / seated / face left
STYLE TRACK: P01 sparse graphite -> P02 clean contours -> P03 sharp motion line -> P04 pale dust shape -> P05 quiet white space
[SEQUENCE]
Grid: 5 panels in a clean 3-over-2 layout with generous gutters and outside header strips, moving from shared geography through launch and miss to the same seated axis for the final deadpan hold.