Quantum Prophecy: The Gathering

Years after the supposed disappearance of the world’s superhumans, the secret identities of three newly endowed superheroes are mysteriously leaked to the press, and the teenagers must take refuge at a hidden military installation that houses and trains other new superhumans.

Being

It was just supposed to be a routine exam. But when the doctors snake the fiber-optic tube down Robert Smith’s throat, what they discover doesn’t make medical sense. Plastic casings. Silver filaments. Moving metal parts. In his naked, anesthetized state on the operating table, Robert hears the surgeons’ shocked comments: “What the hell is that?” “It’s me,” Robert thinks, “and I’ve got to get out of here.” Armed with a stolen automatic and the videotape of his strange organs, he manages to escape, and to embark on an orphan’s violent odyssey to find out exactly who–exactly what–he is.

The Iron Woman

Out of the sludge of a polluted swamp rises a huge, terrifying figure–the Iron Woman, about to vent her wrath on those who are destroying the land and sea and all wild creatures. Young Lucy, the first to see the giant, remembers that an Iron Man had appeared once before. Now she and the Iron Man must save the people from the Iron Woman’s wrath.

Cherry Heaven

Kat and Tanka J leave the war-torn city, move with their adoptive parents to the New Frontier, and are soon settled into a home called Cherry Heaven. Luka, an escaped factory worker, confirms their suspicion that New Frontier is not the utopia it seems to be.

Flight of the Silver Turtle

Ben, Zara, Sam and Marcia begin their summer vacation by helping Professor Ampersand build the Silver Turtle, a high-tech airplane. This is thrilling enough, but things take an even wilder turn when a strange woman steals the airplane with the kids inside. She’s trying to evade members of Noctarma, an international criminal organization that thinks the airplane is carrying a secret antigravity device that could be the key to world domination. They’ve got the wrong Silver Turtle, but they’ve also captured Professor Ampersand—and the kids will have to pull out all the stops to find the real Silver Turtle device before Noctarma does.

H.I.V.E.: The Overlord Protocol

Otto Malpense and his friends thought their first year at the Higher Institute of Villainous Education was the most adventurous and exciting that they would ever encounter. They were dead wrong. When Otto and Wing are allowed off campus to attend Wing’s father’s funeral in Japan, they have no idea it’s a trap, all part of a lethal plan organized by Cypher, the most ruthless supervillain any of them have ever known. He intends to use them to retrieve the Overlord Protocol, a device that has the capacity to help him take over the world. But when things go terribly wrong, Otto will stop at nothing to hunt him down and make him pay. With the help of Laura, Shelby, Raven, and his former nemesis, Dr. Nero, Otto must find a way to defeat an enemy that has overcome some of the planet’s most infamous villains without even breaking a sweat. Because if he doesn’t, the world as they know it will be changed forever.

The Lost Art

A MILLENNIUM AFTER the formidable war machines of the User cultures devoured entire civilizations and rewrote planetary geography, Earth is in the grip of a perpetual Dark Age. Scientific endeavor is strongly discouraged, while remnant technology is locked away—hidden by a Church determined to prevent a new Armageddon.This is the world to which Benzamir Michael Mahmood must return. A descendant of the tribes who fled the planet during those ages old wars, he comes in pursuit of enemies from the far reaches of space. The technology he brings is wondrous beyond the imaginings of those he will meet, but can its potency match that of the Church’s most closely guarded treasure?For centuries it has lain dormant, but it is about to be unearthed, and the powers that will be unleashed may be beyond anyone’s capacity to control. Even a man as extraordinary as Benzamir . . .

Epic

Generations ago, violence was banned on New Earth. Society is governed and conflicts are resolved in the arena of a fantasy computer game, Epic. Everyone plays. If you win, you have the chance to go to university, get more supplies for your community, and fulfill your dreams; if you lose, your life both in and out of the game is worth nothing. When Erik, seeking revenge for the unjust treatment of his parents, dares to subvert the rules of Epic, he and his friends find themselves up against with the ultimate masters of the game: the Committee. If Erik and his friends win, they may have the key to destroying Epic’s tyranny over New Earth. But if they lose . . .

Triskellion

In an unwelcoming English village, two young outsiders are swept up in an archaeological mystery that ends in a startling paranormal twist.A sense of foreboding sets in the moment fourteen-year-old twins Rachel and Adam arrive from New York to visit their English grandmother. The station is empty, village streets are deserted, locals are hostile, and even their frail Granny Root is oddly distant. And what about the bees that appear to follow a mysterious force? It all seems tied up with the Triskellion — an intertwining symbol etched in chalk on the moors. With a growing sense of danger and white-knuckle suspense, the twins are compelled to unearth a secret that has protected the village for centuries, one that reveals a shocking truth about their ancestors — and themselves.