Domain
Teenager Porter Simms lives with surrogate parents and only a distant memory of his real ones: a car in the snow, a set of electrodes on his forehead, playing chess with his dad on an iPad – and then the accident. When a friend of his parents locates him, Porter is persuaded to try this experimental technology again – only now it has evolved to give him abilities that most people could only dream of. And this time it’s a game with global stakes. Now Porter is able to ‘channel’ data wirelessly to his brain – a.k.a. his ‘domain’: from martial artist to concert pianist, free climber to linguist, a menu of abilities at the blink of an eye. But there’s a major catch: he is permanently online, a device of the government, and every time he uses the skills, he loses a part of himself. To make matters worse, an unseen enemy wants him taken offline – permanently.
£8.99
In stock
Always online . . . until they want you off. Permanently.
Just imagine . . . Hundreds of apps available at the blink of an eye: skills ranging from martial artist to concert pianist, streamed directly to your brain - also known as your 'Domain'.
Orphaned teen Porter Simms agrees to test an experimental technology developed by his late parents. But there's a major catch. He is permanently online, a device of the government, and every time he uses the skills, it takes a toll on his mind.
To make matters worse, an unseen enemy wants him taken offline - for good.
Porter must race to prevent a deadly catastrophe before he loses the most important thing - himself.
A new edge-of-your-seat adventure for fans of Anthony Horowitz and Eoin Colfer.
Additional information
| Dimensions | 198 × 129 mm |
|---|---|
| Author | |
| Publisher | Ink Road |
| Imprint | Ink Road |
| Cover | Paperback |
| Pages | 272 |
| Language | English |
| Edition | Paperback original |
| Dewey | 823.92 (edition:23) |
| Readership | Young Adult / Code: C |