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Save The Cat Writes A Novel Starter Kit v6
Save The Cat Writes A Novel Starter Kit v6
STARTER KIT
www.JessicaBrody.com
The following is a quick overview of the 15 beats of the “Save the Cat Beat Sheet” and where they
belong in your manuscript.
Act 1:
1. Opening Image (0% to 1%) – A “before” snapshot of your hero and their world.
2. Theme Stated (5%) – A statement made by a character (typically not the hero) that hints at
what the hero’s arc will be (that is, what the hero must learn/discover before the end of the
book). Also referred to as a life lesson.
3. Setup (1% - 10%) – An exploration of the hero’s status quo life and all its flaws, where we
learn what the hero’s life looks like before its epic transformation. Here we also introduce
other supporting characters and the hero’s primary goal. But most important, we show the
hero’s reluctance to change (aka learn the theme) while also hinting at the stakes at risk
should the hero not change.
4. Catalyst (10%) – An inciting incident (or life-changing event) that happens to the hero, which
will catapult them into a new world or new way of thinking. An action beat that should be big
enough to prevent the hero from being able to return to their status quo Setup world.
5. Debate (10% to 20%) – A reaction sequence in which the hero debates what they will do next.
It’s usually presented in the form of a question (such as “Should I go?”). The purpose of this
beat is to show the hero’s reluctance to change.
Act 2:
6. Break Into 2 (20%) – The moment the hero decides to accept the call to action, leave their
comfort zone, try something new, or venture into a new world or new way of thinking. It’s a
decisive action beat that separates the status quo world of Act 1 from the new “upside-down”
world of Act 2.
7. B Story (22%) – The introduction of a new character or characters who will ultimately serve to
help the hero learn the theme. Also referred to as a helper character, this can be a love
interest, a nemesis, a mentor, a family member, or a friend.
8. Fun and Games (20% to 50%) – This is where we see the hero in their new world. They’re
either loving it or hating it. Succeeding or floundering. Also called the promise of the premise,
this section represents the “hook” of the story (why the reader picked up the novel in the first
place).
9. Midpoint (50%) – Literally the middle of the novel, where the Fun and Games culminates in
either a false victory (the hero has thus far been succeeding) or a false defeat (the hero has
thus far been floundering). Something should happen here to raise the stakes and push the
hero toward real change.
10. Bad Guys Close In (50% to 75%) – If the Midpoint was a false victory, this section will be a
downward path where things get progressively worse for the hero. If the Midpoint was a false
defeat, this section will be an upward path where things seem to get progressively better for
the hero. But regardless of path, the hero’s deep-rooted flaws (or internal bad guys) are
closing in.
11. All Is Lost (75%) – The lowest point of the novel. An action beat where something happens to
the hero that, combined with the internal bad guys, pushes the hero to rock bottom.
12. Dark Night of the Soul (75% to 80%) – A reaction beat where the hero takes time to process
everything that’s happened thus far. The hero should be worse off than at the start of the
novel. The darkest hour--just before the dawn--is the moment right before the hero figures out
the solution to their big problem and learns the theme or life lesson.
Act 3:
13. Break Into 3 (80%) – The “aha!” moment. The hero realizes what they must to do to not only
fix the problems created in Act 2, but more important, fix themself. The arc is nearly complete.
14. Finale (80% to 99%) – The hero proves they have truly learned the theme and enacts the plan
they came up with in the Break Into 3. Bad guys are destroyed, flaws are conquered, lovers
are reunited. Not only is the hero’s world saved, but it’s a better place than it was before.
15. Final Image (99% to 100%) – A mirror to the Opening Image, this is the “after” snapshot of
who the hero is after going through this epic and satisfying transformation.
and A and B stories cross when Katniss realizes that Peeta just saved her life. Maybe he wasn’t
playing a game after all. Maybe he really does have feelings for her.
This is a False Defeat moment because Katniss (and we, the readers) know they both can’t win. So
what’s the point in loving someone who will have to die if you are to survive?
Well, the answer, as Katniss will learn, is our theme.
2. Executing the Plan – At first it seems Katniss’s plan is working. She kisses Peeta and
Haymitch sends down a pot of broth, signaling to Katniss that if she wants more gifts, she’s
going to have to keep up the love act. Despite everything, Katniss still hasn’t learned her
lesson yet, she is still faking it to try to survive. Or so she thinks.
Peeta is getting worse. The Gamemakers announce that all the remaining tributes need
something and that “thing” will be available in a backpack in the center of the arena.
Katniss knows they’re trying to lure the remaining tributes together to keep the action alive,
but she doesn’t have a choice. She knows Peeta’s medicine will be there but Peeta won’t let
her risk her life to get it. She drugs Peeta to get him to sleep so she can go get the medicine.
This is the first unselfish act that Katniss does. It is not in the name of survival. It’s for Peeta.
Katniss gets the medicine and Peeta gets better quickly. Together they manage to survive
until there are only three tributes left: Katniss, Peeta, and Cato. (This crazy plan is still
working!) The Gamemakers drive the three remaining tributes together and unleash
genetically mutated wolves on them. Cato is killed.
3. The High Tower Surprise – Just when Katniss and Peeta believe they’ve won the Hunger
Games and their plan has worked, the Gamemakers announce that they are revoking the
revision of the rules. Only one Tribute can win.
4. The Dig Deep Down - Katniss is furious that she has been fooled by the Gamemakers and
the truth finally sets in. The lesson is learned. She can’t just survive. She has to rebel. She
has to show the Capitol that they don’t own her (just as Peeta said earlier). She gathers the
poisonous berries that Peeta collected earlier and tells Peeta that they will eat them
together, so that there will be NO victor. Katniss demonstrates that she’s willing to forfeit her
survival in order to make a statement. To die with dignity…for a cause.
5. Executing the New Plan – Katniss and Peeta prepare to swallow the berries but the
Gamemakers stop them just in time and announce that they have both won. They are lifted
out of the arena and separated to recover before returning home. The Capitol organizes a
celebratory reunion of the two lovers on television and Katniss plays it up for the cameras.
She is still unsure of her feelings for Peeta but she has to continue the charade because the
Capitol is furious at her for making them look like fools with the berry stunt. When Peeta
discovers that Katniss has been “faking it” for the cameras he is crushed. He really does
have feelings for her. But he agrees to continue the charade for the press. But was Katniss
really faking it? She’s still not sure. It’s something she vows to figure out after this is all over
and she’s safe at home.
ROOM
Emma Donoghue
It is clear that Ma has gone through a lot of trouble to keep Jack’s life happy and carefree. They
exercise, sing songs, watch TV, read books, and play games. Although many of the games are
meant to try to break them out. (Like “Scream” which consists of screaming at the skylight and a
game where Jack puts in random numbers on the door keypad). But to Jack, it’s all fun.
The set up of this book is long. But Emma Donoghue gets away with it because she inserts several
smaller “mini” catalysts along the way to keep the story interesting. Through various key moments,
we see that Jack is slowly starting to question his world. He’s getting older and things aren’t making
as much sense as they used to. He’s no longer able to simply believe everything his mother says.
Rationale is kicking in. And the more evidence we see of this, the more we know that change is
coming. We know the story is going somewhere. It’s not 75 pages of status quo. And in a
stasis=death moment around page 48, when Jack accidentally scares “Old Nick,” causing a fight
and Ma to wake up the next morning with bruises around her neck (bruises that Jack finally
recognizes as fingerprints from Old Nick’s hand), we realize that things can’t go on like this. All of
these smaller catalyst moments build and build until we finally get to…
B Story
The B-Story in Room is Jack’s relationship with Tooth (his mother’s rotten tooth that fell out earlier
in the book). He has it with him during the Great Escape and afterwards, it is really his only friend
and connection to his old life in Room. So the farther he gets from Room, the more he clings onto it.
Similar to the “Wilson” in Castaway, this inanimate object makes Jack feel safe. And his
relationship with Tooth changes as Jack adjusts to the outside world.
The midpoint in ROOM is interesting, as there is really two journeys happening here. Jack’s and
Ma’s. For Jack, the midpoint marks a “defeat.” So far, he is really not liking “Outside.” All he wants
is to go back to Room. He has gotten his first cold, is still not adjusting well, worries constantly
about everything, misses his “routine,” still has to go up and down the stairs on all fours, and
overall, just isn’t happy. Jack just wants to go back to the way things were.
For Ma, on the other hand, the midpoint represents a “victory.” She thinks she’s gotten everything
she’s wanted. She’s out of Room, escaped from Old Nick (who has been caught and arrested), has
her freedom back, her family, fresh air, etc. But for both Ma and Jack, their respective victories and
defeats are false because…
his issues. He doesn’t want to sleep alone and insists on sleeping in the room with Grandma and
Steppa. He sucks on Tooth all day long, gets frustrated at one point and punches Grandma, refuses
to get out of bed. When Grandma tries to take him to the playground, he has a miserable time and
can’t relate to other kids. But soon they receive word that Ma has stabilized and Jack is even able
to talk to her on the phone. However, she tells him that he still can’t see her for a while.
Logline:
A 12-year-old girl, eager to grow up, makes a wish on a magic jewelry box to be 16 and wakes up to
discover her life has been fast-forwarded four years, and a lot more has changed than she
expected.
At “work” (school), she’s frustrated by her immature classmates, especially the boys. A boy named
Jacob Tucker pranks her by giving her a can of Grape Crush soda (her favorite!) but she soon finds
that he shook it up for about 20 minutes beforehand and it explodes all over her.
At “play”, we meet Addie’s BFF Grace. They’ve been friends forever and do everything together,
including weekly sleepovers in the epic playhouse Addie’s dad built her in the backyard when she
was a kid. But lately there’s been tension between Grace and Addie. Grace doesn’t seem to mind
doing all of the “childish” things they’ve always done (like make friendship bracelets and have tea
parties), while Addie wants to do more “grown-up” stuff (like following her older sister to the high
school dance.)
Addie thinks her life would be perfect if she were 16—the age of her older sister, Rory.
In the Set-Up is also where we see the “Things that Need Fixing”:
• Addie’s frizzy uncontrollable hair that she always wears up in a tight bun
• Addie’s parents won’t let her get a dog and she’s always wanted one
• Addie is too small to shop in the teen department for the “cool clothes”
• Addie’s chest is completely FLAT
• Addie’s bedroom furniture is super babyish and immature.
Then, after a massive fight with Grace, Addie finds the magic jewelry box that Mrs. Toodles gave her
for her birthday (that supposedly grants wishes) and decides it can’t hurt to “try it.” Just as Mrs.
Toodles instructed, she writes down her wish on a piece of paper (“I wish I was sixteen”) and locks
it inside with the key.
But she ignores the second set of Mrs. Toodles’s instructions: “Be sure to keep the key in the safest
place you can think of. Otherwise your wish will be locked inside the box forever.” She vows to find
a “safe place” to store the key in the morning.
She finds a driver’s license and car keys in her bag. She gets strange texts from Clementine, the
most popular girl in school. She tries to drive herself to school but since her mind is still 12, she
nearly crashes her car.
Addie soon learns that Clementine is her best friend with whom she runs a popular YouTube
channel, she’s a junior in high school, and Connor, one of the cutest guys in school, might be
interested in her.
complicated at 16 and she’s not ready for it. But when she tries to open the box, she remembers
it’s locked and she doesn’t know where she put the key. (The memory of hiding the key is lost in the
four-year memory gap in her mind.)
She remembers that Mrs. Toodles told her to “hide the key in the safest place you can think of” and
she rummages around her house, trying to figure out where that might be. No luck.
It looks like Addie is stuck being 16. But for the first time, she admits what a mistake her wish was.
In her misery, she realizes how much she missed out on in the past four years. She wants to go
back and live them. She doesn’t want to take the shortcut to growing up anymore.
2. SETUP (1-10%)
4. CATALYST (10%)
5. DEBATE (10-20%)
7. B STORY (22%)
9. MIDPOINT (50%)