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SuperTed: The Boys$SUPERTED

$SUPERTED

Logline

In the wind-scoured Highlands, decommissioned cosmic bear SuperTed is unwillingly reactivated by exhausted mam Donna and her half-broken boys led by Patch, as the failing Ministry system that once stored him now hunts them all.

Treatment

Act 1. On a rain-lashed caravan site outside Fort William, Donna works double shifts at the care home while her three boys scavenge the old MoD ranges. Patch, the eldest at nineteen, drags home a locked steel crate he found half-buried after a storm. Inside is SuperTed, a moth-eaten cosmic bear whose spots have faded to dull rust and whose voice box wheezes when they force the key. The boys treat him like a joke until the bear speaks in a low, reluctant Scouse rasp and warns them to put him back. Donna comes home to find the crate in the kitchen and the boys already changed: Rab suddenly stronger, Calum’s limp gone. She tells them to get rid of it. The Ministry truck arrives at dawn looking for decommissioned assets. Act 2. SuperTed tries to stay inert but the boys keep turning the cosmic key for small miracles—fixing the generator, winning a fight at the pub. Patch wants more; he wants the bear to make them untouchable so Donna can stop working nights. The Ministry, represented by a weary case officer, explains the reactivation protocol was never switched off; the bear’s power source leaks into anyone who uses the key. Rab starts having seizures. Donna confronts Patch in the caravan, her voice raw from years of holding everything together. SuperTed tells them the system was always broken; he was meant to be scrapped because the side-effects were known. Midpoint reversal: Patch uses the bear to stop a Ministry raid, but the power surge hospitalises Calum. The boys turn on each other. Donna finds the case officer’s file showing SuperTed was one of dozens stored across Scotland. Act 3. SuperTed agrees to one last activation to draw the Ministry away from the site. In the dark of the ranges, with wind screaming through the heather, the bear confronts the case officer while Donna and the remaining boys destroy the crate and the key. The power that leaks out kills SuperTed’s voice for good. Dawn comes on an empty caravan. Donna stands in the doorway holding the last faded spot from the bear’s cape. Nothing is fixed; the Ministry will return, but the boys are still hers and the system has lost this one small fight.

Beat sheet

• Opening Image — 1 — A rusted Ministry crate half-buried in heather, wind tearing at the faded red cape visible through the lid. • Theme Stated — 5 — Donna tells Patch the system only ever takes; it never gives anything back that doesn’t cost more later. • Setup — 10 — The caravan, the three boys, Donna’s exhausted returns from the care home, the old MoD ranges where they scavenge. • Catalyst — 12 — Patch drags the steel crate into the kitchen and forces the cosmic key. • Debate — 15 — SuperTed wheezes that they should lock him away again; Patch argues the bear can fix everything. • Break Into Two — 25 — The boys use the first small activation to mend the generator and win a fight. • B Story — 30 — Donna notices the changes in her sons and begins asking what the bear actually is. • Fun and Games — 30 — Small miracles around the caravan site, the bear’s reluctant voice guiding them, the first Ministry truck sighted. • Midpoint — 55 — Patch stops the raid with a surge; Calum collapses from the leaking power. • Bad Guys Close In — 60 — Ministry case officer explains the protocol; Rab has seizures; the boys turn on one another. • All Is Lost — 75 — SuperTed’s voice box fails after the last forced activation; the crate is found empty by the Ministry. • Dark Night of Soul — 80 — Donna sits alone in the caravan with the remaining boys, realising the bear is dying and nothing will change. • Break Into Three — 85 — SuperTed offers one final activation to draw the Ministry onto the ranges so the key can be destroyed. • Finale — 95 — Bear confronts the case officer in the heather; Donna and boys burn the crate and key. • Final Image — 110 — Donna stands in the caravan doorway at dawn holding one faded spot from the bear’s cape while the wind continues.

Characters

• SuperTed — anthropomorphic decommissioned cosmic bear — protagonist — ageless — Anthropomorphic decommissioned cosmic bear with faded yellow fur, rust-coloured spots, a moth-eaten red cape and a cracked plastic key still lodged in its chest. One ear is gone; glass eyes are clouded. — Low, reluctant Scouse rasp that wheezes when the voice box strains. Halting, never more than necessary. Sounds tired of being awake. — Starts as inert and warning the boys to leave him buried. Wants only to be decommissioned again. Learns the system that stored him will never stop hunting the boys, so he chooses one final activation to protect them even though it kills his voice. • Donna — human female, early 40s — deuteragonist — early 40s — Human female, early 40s, wind-chapped face, cheap care-home uniform always creased, hair tied back with whatever band she found that morning. — Raw Highland accent, sentences that trail off when she is too tired to finish. Swears softly, never shouts until the end. — Begins exhausted and trying to keep the boys safe by ignoring what they drag home. Realises the Ministry system has always known about the leaks and still sent the bear. Ends holding the last piece of the cape, knowing nothing is fixed but the boys are still hers. • Patch — human male, late teens — antagonist — late teens — Human male, late teens, thin frame already stooped from scavenging, knuckles always scabbed, eyes that flick away when Donna speaks. — Fast, defensive, the accent of a boy who learned to talk over adults. Uses the bear’s name like a weapon. — Starts wanting the bear to fix the family’s life. Uses the power without care. Breaks when Calum collapses, then tries to hide the key instead of destroying it. • Rab — human male, mid teens — supporting — mid teens — Human male, mid teens, broader than Patch, always in the same too-small hoodie, new bruises appearing daily after the key is turned. — Quiet, short sentences. Starts slurring when the seizures begin. — Uses the first activation to win a fight. Suffers the side-effects first. Ends hospitalised, the cost made visible. • Calum — human male, early teens — supporting — early teens — Human male, early teens, slight limp that vanishes after the first activation, eyes wide with the sudden strength. — Still has the voice of a child. Laughs too loud when the power works. — The youngest, most eager. The first to pay with a seizure that lands him in hospital.

Style

palette: sodium-vapor yellows, heather greys, rust reds on faded yellow fur, bone-white steam from breath in the dark, deep teal shadows inside the caravan references: Lighting like Kill List — practical sources only, faces half-lost. Pacing like Sightseers — long static holds then sudden jagged cuts. Composition like A Field in England — symmetrical caravans against open moor, figures small and exposed. tone: Mundane British life that lurches without warning into folk-horror dread; the laugh at a boy lifting a fridge cut straight to the seizure that follows; never stable, never reassuring. soundDesign: Wind as constant low frequency that never resolves. Voice box wheeze treated as musical motif. Foley prioritises plastic keys turning, cheap caravan doors, distant Ministry engines. Long silences where characters simply breathe before the next tonal ambush.