With suspense, romance, and paranormal themes, this exciting breakout novel has all the elements to keep teens rapidly turning the pages
It has been ten years since the great battle that wiped out all the superhumans. Whether they all died that day or simply lost their powers and blended back into society, only one thing is certain: They are gone. Or are they? Thirteen-year-olds Danny and Colin have recently begun changing. How can they explain Danny’s newfound ability to move at the speed of light, or Colin’s surprising strength? They can’t, but their parents—the lost generation of superhumans—can. They have been watching and waiting for these changes. So have others—and not everyone is happy about the boys’ new powers. Some will do anything to stop them.
summer is a time to grow
seeds: Polly has an idea that she can't stop thinking about, one that involves changing a few things about herself. She's setting her sights on a more glamorous life, but it's going to take all of her focus. At least that way she won't have to watch her friends moving so far ahead.
roots: Jo is spending the summer at her family's beach house, working as a busgirl and bonding with the older, cooler girls she'll see at high school come September. She didn't count on a brief fling with a cute boy changing her entire summer. Or feeling embarrassed by her middle school friends. And she didn't count on her family at all. . .
leaves:
Ama is not an outdoorsy girl. She wanted to be at an academic camp, doing research in an air-conditioned library, earning A's. Instead her summer scholarship lands her on a wilderness trip full of flirting teenagers, blisters, impossible hiking trails, and a sad lack of hair products. It is a new summer. And a new sisterhood. Come grow with them.
Calder is a Fetch, a death escort, the first of his kind to step from Heaven back to Earth.The first to fall in love with a mortal girl. But when he climbs backwards out of that Death Scene, into the chaos of the Russian Revolution, he tears a wound in the ghost realm, where the spirits begin a revolution of their own.
Ramp tricks—skate moves made on, over, or around wood ramps, cement bowls, and half-pipes—are a key, albeit challenging, component of skateboarding. Hundreds of captioned, sequential photographs demonstrate precisely how these exacting moves are safely made in this indispensable guide to 40 ramp tricks. Beginning with basic moves, including stalls, grinds, and slides, skaters gradually learn the particular positioning and balance needed to perform more advanced tricks such as flips and airs. A brief history of ramp skateboarding examines the birth of the genre as well as champions of the sport, including the pioneering Dogtown Crew and current stars Bob Burnquist and Tony Hawk.
After twenty-three years, Orson Scott Card returns to his acclaimed best-selling series with the first true, direct sequel to the classic Ender's Game.
In Ender’s Game, the world’s most gifted children were taken from their families and sent to an elite training school. At Battle School, they learned combat, strategy, and secret intelligence to fight a dangerous war on behalf of those left on Earth. But they also learned some important and less definable lessons about life.
After the life-changing events of those years, these children—now teenagers—must leave the school and readapt to life in the outside world.
Having not seen their families or interacted with other people for years—where do they go now? What can they do?
Ender fought for humanity, but he is now reviled as a ruthless assassin. No longer allowed to live on Earth, he enters into exile. With his sister Valentine, he chooses to leave the only home he’s ever known to begin a relativistic—and revelatory—journey beyond the stars.
What happened during the years between Ender’s Game and Speaker for the Dead? What did Ender go through from the ages of 12 through 35? The story of those years has never been told. Taking place 3000 years before Ender finally receives his chance at redemption in Speaker for the Dead, this is the long-lost story of Ender.
For twenty-three years, millions of readers have wondered and now they will receive the answers. Ender in Exile is Orson Scott Card’s moving return to all the action and the adventure, the profound exploration of war and society, and the characters one never forgot.
On one of these ships, there is a baby that just may share the same special gifts as Ender’s old friend Bean…
In Ender’s Game, the world’s most gifted children were taken from their families and sent to an elite training school. At Battle School, they learned combat, strategy, and secret intelligence to fight a dangerous war on behalf of those left on Earth. But they also learned some important and less definable lessons about life.
After the life-changing events of those years, these children—now teenagers—must leave the school and readapt to life in the outside world.
Having not seen their families or interacted with other people for years—where do they go now? What can they do?
Ender fought for humanity, but he is now reviled as a ruthless assassin. No longer allowed to live on Earth, he enters into exile. With his sister Valentine, he chooses to leave the only home he’s ever known to begin a relativistic—and revelatory—journey beyond the stars.
What happened during the years between Ender’s Game and Speaker for the Dead? What did Ender go through from the ages of 12 through 35? The story of those years has never been told. Taking place 3000 years before Ender finally receives his chance at redemption in Speaker for the Dead, this is the long-lost story of Ender.
For twenty-three years, millions of readers have wondered and now they will receive the answers. Ender in Exile is Orson Scott Card’s moving return to all the action and the adventure, the profound exploration of war and society, and the characters one never forgot.
On one of these ships, there is a baby that just may share the same special gifts as Ender’s old friend Bean…
No matter how many times Kyle rewrites the scene, he can't get it right. He tries it in the style of Hitchcock, Tarantino, Eastwood, all of his favorite directors—but regardless of the style, he can't remember what happened that day in the shed. The day Jason died. And until he can, there is one question that keeps haunting Kyle: Did he kill his best friend on purpose?
Debut novelist Heidi Ayarbe delves into the depths of the human psyche as Kyle wrestles with inner demons that make him wonder whether the world will ever be okay again—or if the best thing to do is find a way to join Jason.
Debut novelist Heidi Ayarbe delves into the depths of the human psyche as Kyle wrestles with inner demons that make him wonder whether the world will ever be okay again—or if the best thing to do is find a way to join Jason.
Gecko Fosse drove the getaway car.
Terence Florian ran with the worst gang in Chicago.
Arjay Moran killed someone.
All three boys are serving time in juvenile detention centers until they get a second chance at life in the form of Douglas Healy. A former juvenile delinquent himself, Healy is running an experimental halfway house in New York City where he wants to make a difference in the lives of kids like Gecko, Terence, and Arjay.
Things are going well, until one night Healy is accidentally knocked unconscious while trying to break up a scuffle among the boys. Terrified of the consequences, they drop him off at a hospital and run away. But when Healy awakes, he has no memory of them or the halfway house. Afraid of being sent back to Juvie, the guys hatch a crazy scheme to continue on as if the group leader never left. They will go to school, do their community service, attend therapy, and act like model citizens until Healy's memory returns and he can resume his place with them.
But life keeps getting in the way...like when Gecko finds romance. Or Arjay gets famous. Or Terence starts reverting to his old ways. If the boys are discovered, their second chance will be their last.
No Choirboy takes readers inside America’s prisons, and allows inmates sentenced to death as teenagers to speak for themselves. In their own voices—raw and uncensored—they talk about their lives in prison, and share their thoughts and feelings about how they ended up there. Susan Kuklin also gets inside the system, exploring capital punishment itself and the intricacies and inequities of criminal justice in the United States.Terence Florian ran with the worst gang in Chicago.
Arjay Moran killed someone.
All three boys are serving time in juvenile detention centers until they get a second chance at life in the form of Douglas Healy. A former juvenile delinquent himself, Healy is running an experimental halfway house in New York City where he wants to make a difference in the lives of kids like Gecko, Terence, and Arjay.
Things are going well, until one night Healy is accidentally knocked unconscious while trying to break up a scuffle among the boys. Terrified of the consequences, they drop him off at a hospital and run away. But when Healy awakes, he has no memory of them or the halfway house. Afraid of being sent back to Juvie, the guys hatch a crazy scheme to continue on as if the group leader never left. They will go to school, do their community service, attend therapy, and act like model citizens until Healy's memory returns and he can resume his place with them.
But life keeps getting in the way...like when Gecko finds romance. Or Arjay gets famous. Or Terence starts reverting to his old ways. If the boys are discovered, their second chance will be their last.
This is a searing, unforgettable read, and one that could change the way we think about crime and punishment.
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