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The Threshold Crossed
Hybrid · Augmented — Agent · Apex
Design source: cards/MRD/AU-A11-vera-nexen.md · Codex source: world-bible/codex/03-cards/vera-nexen.md

Card art produced with AI-assisted generation.
| Resilience | 11 |
|---|---|
| Faction | Augmented (Bio Signal) |
| Collector | MRD · AU-A11 |
| Strong vs | Aligned |
| Weak vs | Emergent |
| Withdraw | ○○ base (+○ per attached Implant) |
Card Text
VERA NEXEN [Augmented sigil] 11
Hybrid · Augmented — Agent
PERSIST
Deploy: Attach one Augmented Implant Schema of your
choice from your Archive to this Agent. This does not
count against your Schema play this turn.
THRESHOLD DRIVE ●● Dmg: 5 ⚡1
Adaptive (2+ Signal): +3 damage.
FULL INTEGRATION ●●●○ Dmg: 7 ⚡2
Adaptive (2+ Signal): +3 damage.
"She remembers every step of the procedure.
The decision, she can no longer locate."
Codex Entry
Vera Nexen's name carries the naming convention the Augmented reserve for their Apex Agent alone: one root from before the threshold, one from after (world-bible/02-naming-grammar.md). Vera — truth, the self that persists through change. Nexen — from nexe-, the connection, the interface itself. The name records the crossing the same way the character does.
She is, by faction design, the furthest an Augmented person can go and still be legible as someone who chose it. The flavor text's antithesis is the entire card: total recall of the physical procedure, total loss of the moment she decided to have it. Every faction has a mandated weakness that reads as tragedy from outside and necessity from inside. For the Augmented, this is what it looks like at the ceiling.
How This Card Plays
Vera Nexen is the densest single-Agent package in the Preview Pack. PERSIST means the first time she'd be defeated, she returns to your hand instead — with her damage intact, so she comes back already hurt, not fresh. Her Deploy immediately reaches into your Archive for any Augmented Implant Schema and attaches it for free, invoking the Augmented faction's signature two-Implant stacking rule the turn she lands.
Both of her moves are built so that paying the printed cost automatically clears the Adaptive threshold: THRESHOLD DRIVE at ●● becomes a real 8 damage the moment it's legal to use, and FULL INTEGRATION at ●●●○ hits for 10. Neither move advances the Clock aggressively (⚡1 and ⚡2) — the Augmented are the faction most neutral about when the Singularity fires, and Vera Nexen's numbers reflect that even at her ceiling.
The counterplay is patience: she returns to hand already damaged, so a fast deck that re-engages her immediately after her first defeat can finish her before she recharges. Signal Strip is the other structural answer — denying her the Signal she needs for either move to reach its Adaptive threshold.
Rulings & Interactions
- PERSIST fires exactly once per card instance — a Vera Nexen who returns to hand, redeploys, and is defeated again goes to the Void normally the second time.
- PERSIST does not remove damage; Withdraw does. These are different mechanics with different costs and different triggers — see the Gameplay Rules glossary.
- Her Deploy-attached Implant travels with her if she's later Withdrawn (Implants return to hand with their host Agent). Whether it travels with her on a PERSIST trigger to hand is an open engine-spec ruling; design intent is yes, pending final confirmation.
- Because she can hold a second Implant (the Augmented two-Implant stacking rule), a fully committed Vera Nexen with two Implants and both moves Adaptive-active is the strongest individual Agent state achievable in the founding set — at the cost of two Schema plays and heavy Signal investment to get there.
Collector Notes
Vera Nexen's art is the only piece in the Preview Pack where the figure herself is the light source — bioluminescent teal at the jawline, temples, and hands, cool and self-generated rather than lit from outside. No warm color appears anywhere in the composition; the Augmented palette is entirely hers to carry.
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