Matt Walker witnesses the murder of his parents but is able to escape and remains alive. He loses his ability to hear but finds out he has a unique power called Psychometry. This power is an ability to “trace” or know an object’s history, just by touching it.
A few years later, a top-secret government armament is stolen during a deadly hijacking at sea and someone intends to sell the powerful weapon to fulfill their own twisted ambitions.
At the same time, a ruthless mob boss has a gruesome secret that he must protect no matter the cost.
All it takes is something as unassuming as a foul ball hit at a Major League baseball game, to send all of these characters and events spiraling on a collision course aboard the most unique cruise ship ever built and send Matt on the quest to find his parents’ killer.