Playing for Keeps (Paperback)
Swarm Press, 9781934861165, 260pp.
Publication Date: July 1, 2008
List Price: 14.95*
* Individual store prices may vary.
The shining metropolis of Seventh City is the birthplace of super powers. The First Wave heroes are jerks, but they have the best gifts: flight, super strength, telepathy, genius, fire. The Third Wavers are stuck with the leftovers: the ability to instantly make someone sober, the power to smell the past, the grace to carry a tray and never drop its contents, the power to produce high-powered excrement blasts, absolute control. over elevators. Bar owner Keepsie Branson is a Third Waver with a power that prevents anything in her possession from being stolen. Keepsie and her friends just aren't powerful enough to make a difference. at least that's what they've always been told. But when the villain Doodad slips Keepsie a mysterious metal sphere, the Third Wavers become caught in the middle of a battle between the egotistical heroes and the manipulative villains. As Seventh City begins to melt down, it's hard to tell the good guys from the bad, and even harder to tell who may become the true heroes.
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