Abducted off the sidewalk of suburban America, fifteen year old Dani finds herself submerged in the horrific underground world of human trafficking. With no initial assistance from the police, Dani’s mother and an ex-prostitute take to the streets in an effort to find her before it is too late.
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Patrick lays comatose in a small private hospital, his only action being his involuntary spitting. When a pretty young nurse, just separated from her husband, begins work at the hospital, she senses that Patrick is communicating with her, and he seems to be using his psychic powers to manipulate events in her life.
Caroline, a woman in her late thirties, has lost everything and is searching for a new beginning. She moves into an old apartment and starts to realize that she is not as alone as she thought she was. Just as she is searching for something new, something old is searching for her.
Thrown naked into a desolate room with thirteen strangers, Tonya discovers that she is the final contestant in a deadly game. Restrained by lethal electronic collars, the players must utilize hints and tools from a box marked “pieces” to find both an exit and the reason for their abduction. One by one the players are eliminated as their “curfew” begins and the lights go out. With each dead body comes another clue, which they use to discover that one of them is the killer. The question is … which one?
Already deep into a second Cold War, Britain’s Ministry of Defense seeks a game-changing weapon. Programmer Vincent McCarthy unwittingly provides an answer in The Machine, a super-strong human cyborg. When a programming bug causes the prototype to decimate his lab, McCarthy takes his obsessive efforts underground, far away from inquisitive eyes.