Mara1-1Ok, pop quiz hot shot: you’re a 17 year-old, wildly successful and famous celebrity athlete, you have recently taken on new sponsorship, and, at the opening volley of an exhibition game against a group of much younger girls, you manifest super powers. What do you do? What do you do?

The answer? Probably not what Mara Prince, the protagonist of writer Brian Wood’s new comics effort, Mara does. Well, not unless you, like Mara, are 17 years old and, therefore, are probably prone to making age related poor decisions. But, more on that later.

Wood’s story is set in a distant, or maybe not so distant, future. One in which athletes and their accomplishments are raised onto pedestals and worshiped with cult-like fervor. This athlete-centric culture has so permeated society that the world’s armies are now made up of soldiers who are the beneficiaries of endorsements and competitive contracts, drastically changing the nature of the near constant state of war in which the countries of this world find themselves, as soldiers fight for personal glory rather than country. In fact, this system has created “a multi-trillion dollar industry, producing perfect athletes and soldiers.” So, what happens when one of these products becomes a little too perfect?

Flags on the play, and spoilers, after the jump.