73. Elements of Mind, by Walter H. Hunt. Powersesque, though not as much so in the ending as I'd have liked. Fun read, and I met the author at WorldCon, where he told me how much he'd drawn from history -- far more than I would have guessed.
74. Sparrow Hill Road, by Seanan McGuire. So, while I liked the Verity books in the InCryptid series, don't get the feel of NYC from it. Oh, it isn't Not-NYC, and the story's fun, so this is more an absence of a positive than a negative. But here, perhaps because I don't know the highways and roadside diner as well as I know my home town, the setting clicks and comes alive as a character, which makes sense, because it is.
75. The Rise of the Automated Aristocrats, by Mark Hodder, 6th in his tales of Burton & Swinburne. It wraps up most of the loose ends from the first five books, I think, but leaves room for more adventures.
76. Urban Shadows, an RPG that is a hack of Apocalypse World that does a lot of what 1st edition World of Darkness was trying to do. It's all about the favor economy. The advice for GMs is excellent, building on Apocalypse World and several of its best hacks, like Monsterhearts, although the focus is very different.
77. Sherlock Holmes vs Harry Houdini, a graphic novel. Light, but fun.
78. Fables #150. Not a bad ending for the series.
79. Devils & Realist #6. This is taking an interesting turn.
80. Alarums & Excursions #479