Fifteen-year-old Jeff wakes up on New Year’s Day to find himself in the hospital—specifically, in the psychiatric ward. Despite the bandages on his wrists, he’s positive this is all some huge mistake. Jeff is perfectly fine, perfectly normal; not like the other kids in the hospital with him.
But over the course of the next forty-five days, Jeff begins to understand why he ended up here—and realizes he has more in common with the other kids than he thought.
“With a sprinkling of dark humor and a full measure of humanness, Suicide Notes is quirky, surprising, and a riveting read.” —Ellen Hopkins, author of The You I’ve Never Known and Love Lies Beneath
“Like the very best teen novels, Suicide Notes is both classic and edgy, timeless and provocative.” —Brent Hartinger, author of Geography Club
“Makes a powerful emotional impact.” —Publishers Weekly (starred review)
“Jeff’s wit and self-discovery are refreshing, poignant, and, at times, laugh-out-loud funny.” —School Library Journal
Josh is by far the best zombie Torcher around—at least, he is in his virtual-reality zombie-hunting game. Josh has quickly risen through the player ranks, relying on the skill, cunning, and agility of a real Torcher.
The Second Rule of Torching: Save all humans.
But luckily for Josh, zombies exist only in the virtual world. The real zombie war is now more than fifteen years in the past, and the battle to defeat the deadly epidemic that devastated his family—and millions of others—is the stuff of history lessons.
The Third Rule of Torching: You can't bring them back.
Charlie is the top-ranked player in the game. Since all the players are shrouded in anonymity, Josh never expects Charlie to be a girl—and he never expects the offer she makes him: to join the underground gaming league that takes the virtual-reality game off the screen and into the streets. Josh is thrilled. But the more involved he gets, the more he realizes that not everything is what it seems. Real blood is spilling, members of the team are disappearing, and the zombies in the game are acting strange. And then there's the matter of a mysterious drug called Z. . . .
The Weyward family has been haunted by a curse for generations—if a Weyward falls in love before their seventeenth birthday, the person they love dies.
Sam doesn’t plan to fall for anyone in the weeks before his birthday. He’ll spend his time working at the Eezy-Freeze with his dad; cooking up some midsummer magic with his grandmother, great-grandmother, and great-great-grandmother (the Grands); and experimenting with drag with the help of the queens at the Shangri-La, the local gay club.
But when a new guy comes to town, Sam finds himself in trouble when they strike up a friendship that might be way more than that.
As Sam’s birthday approaches and he still hasn’t quite fallen in love, the curse seems to get more powerful and less specific about who it targets.
A mysterious girl Sam talks to on the phone late at night and a woman he’s only seen in a dream might have the answers he’s been looking for—but time is running out to save the people he cares about.