Guild Pride. Girl Power. Win or Die. After a spring semester packed with PR interviews, sponsorship deals, and way too many paparazzi, Claire and her RPG-turned-real-life superhero friends are dying for a break. Summer in Italy should be their chance to breathe.
Or…not.
The Hero Olympics, hosted by a mega-corps under scrutiny, are about to test Claire on and off the field. But a sinister plot creeps beneath the glamour of the games. To survive the challenges, Claire and her friends must accept dangerous quests that have them chasing ghosts of a past that someone wants to keep buried.
Terra’s Heroes came to win gold, but now they’re fighting for far more than a medal. Will Claire and her friends unravel the deadly plot threatening the competition, or find themselves six feet under holding the mega-corps secrets?
Zero.Hero ran so that Zero.Hero 2 could sprint. I loved this one even more than the first. The change of setting, the new challenges, the team really coming into their own as heroes, and the faster pace of this book really help to elevate this series even higher. I really think the first book did such a great job of building the world, the magic system, and the cast of characters so that this volume could really be action packed and move quickly. Expect more adventure, deeper character development, and expanded world building that shows you how the introduction of the system and monsters affected other parts of the planet. If you liked the first one, you’ll love this book.
This book focuses on a tournament of heroes where Claire and her friends are invited to participate. The story kicks it up to another level, deepening the storytelling while each of the characters tries to find their path in a world where even the best intentions have unexpected consequences. There’s lots of monster fighting, mystery, and even a little corporate espionage.