YA SF BRU Bruchac, Joseph Killer of Enemies
Years ago, seventeen-year-old Apache hunter Lozen and her family lived in a world of haves and have-nots. There were the Ones—people so augmented with technology and genetic enhancements that they were barely human—and there was everyone else who served them. Then the Cloud came, and everything changed. Tech stopped working. The world plunged back into a new steam age. The Ones’ pets—genetically engineered monsters—turned on them and are now loose on the world. Lozen was not one of the lucky ones pre-C, but fate has given her a unique set of survival skills and magical abilities. She hunts monsters for the Ones who survived the apocalyptic events of the Cloud, which ensures the safety of her kidnapped family. But with every monster she takes down, Lozen’s powers grow, and she connects those powers to an ancient legend of her people. It soon becomes clear to Lozen that she is not just a hired gun. As the legendary Killer of Enemies was in the ancient days of the Apache people, Lozen is meant to be a more than a hunter. Lozen is meant to be a hero.
Tween & YA SF BUC Buckley-Archer, Linda Time Travelers (Gideon Trilogy v 1)
1763. Gideon Seymour, cutpurse and gentleman, hides from the villainous Tar Man. Suddenly the sky peels away like fabric and from the gaping hole fall two curious-looking children. Peter Schock and Kate Dyer have fallen straight from the twenty-first century, thanks to an experiment with an antigravity machine. Before Gideon and the children have a chance to gather their wits, the Tar Man takes off with the machine -- and Kate and Peter's only chance of getting home. Soon Gideon, Kate, and Peter are swept into a journey through eighteenth-century London and form a bond that, they hope, will stand strong in the face of unfathomable treachery.
Tween & YA SF BUC Buckley-Archer, Linda The Time Thief (Gideon Trilogy v 2)
An accident with an antigravity machine catapulted Peter Schock and Kate Dyer back to 1763. A bungled rescue attempt leaves Peter stranded in the eighteenth century while a terrifying villain, the Tar Man, takes his place and explodes onto twenty-first-century London. Concerned about the potentially catastrophic effects of time travel, the NASA scientists responsible for the situation question whether it is right to rescue Peter. Kate decides to take matters into her own hands, but things don't go as planned. Soon the physical effects of time travel begin to have a disturbing effect on her. Meanwhile, in our century, the Tar Man wreaks havoc in a city whose police force is powerless to stop him.
Tween & YA SF BUC Buckley-Archer, Linda Time Quake (Gideon Trilogy bk 3)
Abducted to 1763, Peter Schock and Kate Dyer begin to understand that history has reached a tipping point. The antigravity machine is in the hands of the cruel and ambitious Lord Luxon -- who has set his sights on the most valuable prize of all: America. He is determined to manipulate time to his advantage, no matter what the cost. And the cost is great indeed. As Lord Luxon changes more and more of the past for his own gain, terrible time quakes begin to sweep through all of history. Kate Dyer, adrift in time and suffering from an overexposure to time travel, knows that if Lord Luxon is not stopped, the time quakes will tear the universe apart. Meanwhile Gideon and Peter hunt for their enemy, the Tar Man, in the dark streets of eighteenth-century London, and Peter begins to realize that he may hold the fate of the world in his hands.
SF & YA SF CAR Card, Orson Scott Ender’s Game
Intense is the word for Ender's Game. Aliens have attacked Earth twice and almost destroyed the human species. To make sure humans win the next encounter, the world government has taken to breeding military geniuses - and then training them in the arts of war... The early training, not surprisingly, takes the form of 'games'... Ender Wiggin is a genius among geniuses; he wins all the games... He is smart enough to know that time is running out. But is he smart enough to save the planet?
YA SF CAR Card, Orson Scott A War of Gifts
The children come from many nations and many religions; and while they are being trained for war, religious conflict between them is not on the curriculum. But Dink Meeker, one of the older students, doesn’t see it that way. He thinks that giving gifts isn’t exactly a religious observation, and on Sinterklaaus Day he tucks a present into another student’s shoe. This small act of rebellion sets off a battle royal between the students and the staff, but some surprising alliances form when Ender comes up against a new student, Zeck Morgan. The War over Santa Claus will force everyone to make a choice.
YA SF CAR Card, Orson Scott Pathfinder
A powerful secret. A dangerous path. Rigg is well trained at keeping secrets. Only his father knows the truth about Rigg's strange talent for seeing the paths of people's pasts. But when his father dies, Rigg is stunned to learn just how many secrets Father had kept from him--secrets about Rigg's own past, his identity, and his destiny. And when Rigg discovers that he has the power not only to see the past, but also to change it, his future suddenly becomes anything but certain. Rigg’s birthright sets him on a path that leaves him caught between two factions, one that wants him crowned and one that wants him dead. He will be forced to question everything he thinks he knows, choose who to trust, and push the limits of his talent…or forfeit control of his destiny.
YA SF CAR Carriger, Gail Etiquette & Espionage (Finishing School v 1)
It's one thing to learn to curtsy properly. It's quite another to learn to curtsy and throw a knife at the same time. Welcome to Finishing School.
Fourteen-year-old Sophronia is a great trial to her poor mother. Sophronia is more interested in dismantling clocks and climbing trees than proper manners--and the family can only hope that company never sees her atrocious curtsy. Mrs. Temminnick is desperate for her daughter to become a proper lady. So she enrolls Sophronia in Mademoiselle Geraldine's Finishing Academy for Young Ladies of Quality. But Sophronia soon realizes the school is not quite what her mother might have hoped. At Mademoiselle Geraldine's, young ladies learn to finish...everything. Certainly, they learn the fine arts of dance, dress, and etiquette, but the also learn to deal out death, diversion, and espionage--in the politest possible ways, of course. Sophronia and her friends are in for a rousing first year's education.
YA SF CAR Carriger, Gail Curtsies & Conspiracies (Finishing School v 2)
Sophronia’s first year at Mademoiselle Geraldine’s Finishing Academy for Young Ladies of Quality has certainly been rousing. For one thing, finishing school is training her to be a spy. Now, as she sneaks around the dirigible school, eavesdropping on the teachers quarters and making clandestine climbs to the ships boiler room, she learns that there may be more to a school trip to London than is at first apparent. A conspiracy is afoot, one with dire implications for both supernaturals and humans. Sophronia must rely on her training to discover who is behind the dangerous plot and survive the London Season with a full dance card.
YA SF CAR Carriger, Gail Waistcoats & Weaponry (Finishing School v.3)
Sophronia continues second year finishing school in style -- with a steel-bladed fan secreted in the folds of her ball gown. She, best friend Dimity, sweet sootie Soap, and charming Lord Felix Mersey stow away on train to return classmate Sidheag to her werewolf pack in Scotland. No one suspects what or who would be aboard the suspiciously empty train.
YA SF CAR Carter, Aimee Pawn
For Kitty Doe, it seems like an easy choice. She can either spend her life as a III in misery, looked down upon by the higher ranks and forced to leave the people she loves, or she can become a VII and join the most powerful family in the country. If she says yes, Kitty will be Masked—surgically transformed into Lila Hart, the Prime Minister's niece, who died under mysterious circumstances. As a member of the Hart family, she will be famous. She will be adored. And for the first time, she will matter. There's only one catch. She must also stop the rebellion that Lila secretly fostered, the same one that got her killed …and one Kitty believes in. Faced with threats, conspiracies and a life that's not her own, she must decide which path to choose—and learn how to become more than a pawn in a twisted game she's only beginning to understand.
YA SF CAS Cass, Kiera The Selection
For thirty-five girls, the Selection is the chance of a lifetime. The opportunity to escape the life laid out for them since birth. To be swept up in a world of glittering gowns and priceless jewels. To live in a palace and compete for the heart of gorgeous Prince Maxon. But for America Singer, being Selected is a nightmare. It means turning her back on her secret love with Aspen, who is a caste below her. Leaving her home to enter a fierce competition for a crown she doesn't want. Living in a palace that is constantly threatened by violent rebel attacks. Then America meets Prince Maxon. Gradually, she starts to question all the plans she's made for herself—and realizes that the life she's always dreamed of may not compare to a future she never imagined.
YA SF CAS Cass, Kiera The Elite (Selection v 2)
Thirty-five girls came to the palace to compete in the Selection. All but six have been sent home. And only one will get to marry Prince Maxon and be crowned princess of Illea. America still isn’t sure where her heart lies. When she’s with Maxon, she’s swept up in their new and breathless romance, and can’t dream of being with anyone else. But whenever she sees Aspen standing guard around the palace, and is overcome with memories of the life they planned to share. With the group narrowed down to the Elite, the other girls are even more determined to win Maxon over—and time is running out for America to decide. Just when America is sure she’s made her choice, a devastating loss makes her question everything again. And while she’s struggling to imagine her future, the violent rebels that are determined to overthrow the monarchy are growing stronger and their plans could destroy her chance at any kind of happy ending.
YA SF CAS Cass, Kiera The One (Selection v.3)
The Selection changed America Singer's life in ways she never could have imagined. Since she entered the competition to become the next princess of Illéa, America has struggled with her feelings for her first love, Aspen—and her growing attraction to Prince Maxon. Now she's made her choice . . . and she's prepared to fight for the future she wants.
YA SF CAS Cass, Kiera The Heir (The Selection v.4)
Princess Eadlyn has grown up hearing endless stories about how her mother and father met. Twenty years ago, America Singer entered the Selection and won the heart of Prince Maxon—and they lived happily ever after. Eadlyn has always found their fairy-tale story romantic, but she has no interest in trying to repeat it. If it were up to her, she'd put off marriage for as long as possible. But a princess's life is never entirely her own, and Eadlyn can't escape her very own Selection—no matter how fervently she protests. Eadlyn doesn't expect her story to end in romance. But as the competition begins, one entry may just capture Eadlyn's heart, showing her all the possibilities that lie in front of her . . . and proving that finding her own happily ever after isn't as impossible as she's always thought.
YA SF CAV Cave, Patrick Sharp North
In this story set in the future, Britain is an icy region where society is ruled by a select group of families who have been in power for generations. Mira has grown up in the mountains where valuable power is generated. Her life is uncomplicated until she sees a woman who looks familiar being shot in her small village. She then discovers her own name among others on a piece of paper dropped by the woman. The list is the key to realizing the mystery that is her life. Who is she? Why does the woman look so familiar? Where did Mira come from? And why has she been assigned a "watcher?"
YA SF CAV Cave, Patrick The Selected
Cave's "sequel and prequel" to Sharp North (2009) tells two stories back to back. Dom lives in a near-future Britain ravaged by drastic climate change, its leaders devising radical plans to stay in power. Adeline is a clone living generations later in the world those leaders created, but she knows Dom through his diary--the split narrative alternates between Dom's entries and Adeline's experiences. Dom's old school was the staging ground of a military regimen for the children of prominent parents, and he describes the battery of endurance tests he undergoes to determine if his material will be selected for cloning; he also writes about his love for a girl named Ruth. Caught up in the new "madness" sweeping a genetic engineering obsessed Britain, Adeline leaves the relative safety of her enclave to participate a game show called "Fit to Live," where losing can be fatal. In so doing she becomes the nation's new fixation.
YA SF CHA Chapman, Elsie Dualed
Two of you exist. Only one will survive. The city of Kersh is a safe haven, but the price of safety is high. Everyone has a genetic Alternate—a twin raised by another family—and citizens must prove their worth by eliminating their Alts before their twentieth birthday. Survival means advanced schooling, a good job, marriage—life. Fifteen-year-old West Grayer has trained as a fighter, preparing for the day when her assignment arrives and she will have one month to hunt down and kill her Alt. But then a tragic misstep shakes West’s confidence. Stricken with grief and guilt, she’s no longer certain that she’s the best version of herself, the version worthy of a future. If she is to have any chance of winning, she must stop running not only from her Alt, but also from love . . . though both have the power to destroy her.
YA SF CHA Charbonneau, Joelle The Testing
Keep your friends close and your enemies closer. Isn’t that what they say? But how close is too close when they may be one in the same? The Seven Stages War left much of the planet a charred wasteland. The future belongs to the next generation’s chosen few who must rebuild it. But to enter this elite group, candidates must first pass The Testing—their one chance at a college education and a rewarding career. Cia Vale is honored to be chosen as a Testing candidate; eager to prove her worthiness as a University student and future leader of the United Commonwealth. But on the eve of her departure, her father’s advice hints at a darker side to her upcoming studies--trust no one. But surely she can trust Tomas, her handsome childhood friend who offers an alliance? Tomas, who seems to care more about her with the passing of every grueling (and deadly) day of the Testing. To survive, Cia must choose: love without truth or life without trust.
YA SF CHA Charbonneau, Joelle Graduation Day (The Testing v.3)
She wants to put an end to the Testing In a scarred and brutal future, The United Commonwealth teeters on the brink of all-out civil war. The rebel resistance plots against a government that rules with cruelty and cunning. Gifted student and Testing survivor, Cia Vale, vows to fight. But she can't do it alone. This is the chance to lead that Cia has trained for - but who will follow? Plunging through layers of danger and deception, Cia must risk the lives of those she loves--and gamble on the loyalty of her lethal classmates. Who can Cia trust?
The stakes are higher than ever-lives of promise cut short or fulfilled; a future ruled by fear or hope--in the electrifying conclusion to Joelle Charbonneau's epic Testing trilogy. Ready or not…it's Graduation Day.
YA SF CHO Choyce, Lesley Deconstructing Dylan
The year is 2014. Dylan Gibson is 16 and knows there is something unusual about him, but he doesn't know what - aside from his fascination for things like insects, opera, old Japanese sci-fi movies, playing the didgeridoo, and the Loch Ness monster. After being dumped by his girlfriend, Caroline, who thinks he's too strange, Dylan meets Robyn, who's something of an outcast herself. Dylan's father works for a big drug company, and his mom, a former geneticist, dropped out of research after a mysterious event. When Dylan discovers a mysterious photograph of himself at a younger age, he starts to suspect that there may be more to his identity crisis than he realized. With Robyn's help, he begins to investigate the mystery that is his own life.
Tween & YA SF CLA Clayton, Emma The Roar
Mika and Ellie live in a future behind a wall: Solid concrete topped with high-voltage razor wire and guarded by a battalion of Ghengis Borgs, it was built to keep out the animals, because animals carry the plague. At least that's what Ellie, who was kidnapped as a child, has always been taught. But when she comes to suspect the truth behind her captivity, she's ready to risk exposure to the elements and answer the call of the wild. Listen. Can you hear it? She's strapping on her headset, jumpstarting her Pod Fighter, and--with her capuchin monkey at her back--she's breaking out!
SF & YA SF CLI Cline, Ernest Ready Player One
In a bleak but easily imagined 2044, Wade Watts, an impoverished high school student who calls a vertically stacked trailer park home, lives primarily online, alongside billions of others, via a massive online game, OASIS, where players race to unravel the puzzles OASIS creator James Halliday built into the game before his death, with the winner taking control of the virtual world's parent company, as well as staggering wealth. When Wade stumbles on a clue, he's plunged into high-stakes conflict with a corporation dedicated to unraveling Halliday's riddles, which draw from Dungeons and Dragons, old Atari video games, the cinematic computer hacker ode War Games, and that wellspring of geek humor, Monty Python and the Holy Grail. (Of course.)
SF & YA SF CLI Cline, Ernest Armada
Zack Lightman has spent his life dreaming. Dreaming that the real world could be a little more like the countless science-fiction books, movies, and videogames he’s spent his life consuming. Dreaming that one day, some fantastic, world-altering event will shatter the monotony of his humdrum existence and whisk him off on some grand space-faring adventure. But hey, there’s nothing wrong with a little escapism, right? After all, Zack tells himself, he knows the difference between fantasy and reality. He knows that here in the real world, aimless teenage gamers with anger issues don’t get chosen to save the universe. And then he sees the flying saucer. Even stranger, the alien ship he’s staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called Armada—in which gamers just happen to be protecting the earth from alien invaders. No, Zack hasn’t lost his mind. As impossible as it seems, what he’s seeing is all too real. And his skills—as well as those of millions of gamers across the world—are going to be needed to save the earth from what’s about to befall it. It’s Zack’s chance, at last, to play the hero. But even through the terror and exhilaration, he can’t help thinking back to all those science-fiction stories he grew up with, and wondering: Doesn’t something about this scenario seem a little…familiar?
YA SF COH Cohn, Rachel Beta
Elysia is created in a laboratory, born as a sixteen-year-old girl, an empty vessel with no life experience to draw from. She is a Beta, an experimental model of a teenage clone. She was replicated from another teenage girl, who had to die in order for Elysia to exist.
Elysia’s purpose is to serve the inhabitants of Demesne, an island paradise for the wealthiest people on earth. Everything about Demesne is bioengineered for perfection. Even the air induces a strange, euphoric high, which only the island’s workers—soulless clones like Elysia—are immune to. At first, Elysia’s life is idyllic and pampered. But she soon sees that Demesne’s human residents, who should want for nothing, yearn. But for what, exactly? She also comes to realize that beneath the island’s flawless exterior, there is an undercurrent of discontent among Demesne’s worker clones. She knows she is soulless and cannot feel and should not care—so why are overpowering sensations clouding Elysia’s mind? If anyone discovers that Elysia isn’t the unfeeling clone she must pretend to be, she will suffer a fate too terrible to imagine. When her one chance at happiness is ripped away with breathtaking cruelty, emotions she’s always had but never understood are unleashed. As rage, terror, and desire threaten to overwhelm her, Elysia must find the will to survive.
YA SF COL Colfer, Eoin The Reluctant Assassin (W.A.R.P. bk 1)
Riley, a teen orphan boy living in Victorian London, has had the misfortune of being apprenticed to Albert Garrick, an illusionist who has fallen on difficult times and now uses his unique conjuring skills to gain access to victims' dwellings. On one such escapade, Garrick brings his reluctant apprentice along and urges him to commit his first killing. Riley is unwittingly transported via wormhole to modern day London, followed closely by Garrick.
In modern London, Riley is helped by Chevron Savano. Together Riley and Chevie must evade Garrick, who has been fundamentally altered by his trip through the wormhole.
YA FIC COL Colfer, Eoin Hangman’s Revolution (WARP v.2)
Young FBI agent Chevie Savano arrives back in modern-day London after a time-trip to the Victorian age, to find the present very different from the one she left. Europe is being run by a Facsist movement known as the Boxites, who control their territory through intimidation and terror. Chevie's memories come back to her in fragments, and just as she is learning about the WARP program from Professor Charles Smart, inventor of the time machine, he is killed by secret service police. Now they are after Chevie, too, but she escapes--into the past. She finds Riley, who is being pursued by futuristic soldiers, and saves him. Working together again, it is up to Chevie and Riley to find the enigmatic Colonel Clayton Box, who is intent on escalating his power, and stop him before he can launch missiles at the capitals of Europe.
YA SF COL Collins, Suzanne Hunger Games
In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. The Capitol is harsh and cruel and keeps the districts in line by forcing them all to send one boy and one girl between the ages of twelve and eighteen to participate in the annual Hunger Games, a fight to the death on live TV. Sixteen-year-old Katniss Everdeen, who lives alone with her mother and younger sister, regards it as a death sentence when she is forced to represent her district in the Games. But Katniss has been close to dead before-and survived.
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