heroisms's Reading List
3 stories
Scourge: A Grim Doyle Adventure by davidhburton
davidhburton
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    Parts 26
Two dads, five siblings, and goggles! Grim Doyle has always known his life was not exactly "normal", and things get even more curious when he discovers a set of stones that sweep him and his family to the fantasy, steampunk world of Verne - a place they had escaped from years ago. Now that they've returned, Grim and his siblings hide from the evil Lord Victor and his minions. And while learning about Jinns, Mystics, and the power of absinth they try to discover who is trying to kill them with the deadly Scourge. "This book is one part J.K. Rowling, one part Lemony Snicket, one part H.G Wells/Jules Verne, and all parts awesome!" - Tiffany's Bookshelf
Bob Moore: No Hero by TomAndry
TomAndry
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    Parts 11
Super powered humans started appearing 30 years ago. Now, they are everywhere. Bob Moore, Private Eye, dares to investigate those who could incinerate him with a thought. When he is called to help a super from his past, however, he'll be pushed to his limit. When supers and the police think there is no crime, can he get to the truth? Will he want to for the man that destroyed his marriage? What People are saying about Bob Moore "The most delicious "superhero" themed book I've read. The world is incredibly deep, believable, and realistic with its own rules and terminology. The characters come alive and make you feel." -Vitaly Alexius, Creator Romantically Apocalyptic "This was quite an enjoyable read. When you cross a gritty gumshoe with spandex superheros, their two worlds collide in spectacular fashion." -Jeffrey Hendricks, Author Seeking the Heavens "The book is fast and keeps your interest. This was the first book that as I approached the end, I started getting a feeling of dread that the end was coming up and at the same time I had to find out the finale. What an enjoyable sensation."
[sic] by ScottKelly
ScottKelly
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    Parts 35
Six teens are devoted to a game with one rule: If a player gets tagged, they must change their life within the next fifteen minutes. The better the player, the bigger the change. One might give their car away, or punch the school bully. Another might change identities or sacrifice their virginity. Anything to keep evolving, to avoid fitting into a label or caring about the junk they own. But their quest for enlightenment has taken a rotten final turn - one of the players has murdered the game's creator, the teen prophet (cult leader?) David Bloom. Our narrator is being framed for the crime; can he clear his name and discover which of his lifelong friends is the murderer before he takes the fall? [sic] is a gritty teen murder mystery that delves into the psychology of enlightenment among the criminally dysfunctional.