text: [Themes: fan fiction, fantasy, RPG, family friendly, animal perspective]
  
  A black void, studded with innumerable stars, stretches out before you, as you stand in mid-air. A dark figure trots towards you obscuring a constellation. She is tall and dark blue, with cerulean eyes and two wings, as well as a Unicorn's Horn. Princess Luna, ruler of the night, stands before you.
  
  "I'm dreaming, aren't I?" You say. Or do you merely think the words, in your head? Princess Luna nods.
  
  "Dreams are my domain, and I have found they can show us many things, both about ourselves and the world around us." Princess Luna's voice fills your mind with images; A full moon over a calm sea, or a night forest blanketed in snow, the ground sparkling like the stars that surround you.
  
  "Your dreams tell me that you are about to find your way into a great many adventures," Luna continues, "But before all of that, you must ask yourself one question : who are you?
  
  Choose your race. Each race will have effects on certain parts of the game; for example, some races will find it easier to enter some places than others. Each race has its own special power that will change gameplay.
  
  Earth Pony - Earth ponies have a special contection to the earth. This makes them great at physical skills; the vast majority of farmers, for example, are Earth Ponies, and the greatest warriors of Equestrian History are Earth Ponies.
  
  Pegasus Pony - Pegasi have wings, and a special kind of magic allowing them to walk upon the clouds and even have limited weather control. Pegasi are often quite agile, and their control over the air means they have historically have been famous military strategists.
  
  Unicorn Pony - Unicorns have horns, allowing them to have control over powerful magic. Unicorns tend to fulfill roles requiring high intelligence, such as being great scientists and mages.
  
  > Pegasus
  You may now choose your stats. Each stat has a maximum of 10, and affect skill checks.
  
  Points remining = 30
  
  Your stats = Strength = 0 Agility = 0 Charisma = 0 Kindness = 0 Perception = 0 Intelligence = 0
  
  Physical traits
  
  Strength - Measures your physical strength. This is good for characters who want to focus both on skills that involve manual labour, or those who wish to focus on melee combat.
  
  Agility - Measures your reflexes, and your ability to very quickly respond to events. Ideal for sneaky builds, or those that rely on speed for combat rather than brute strength. This is good for characters who want to be quick, and is also useful for general combat skills.
  
  Social Traits
  
  Charisma - Measures your ability to convince ponies, as well as other races that use language. This is good for characters who wish to speak their way through problems, and can be used in
  
  Kindness - Measures your ability to connect with animals, as well as children. This is good for characters who want to spend time with nature
  
  Intelligence traits
  
  Perception - Measures your ability to see things in the world that others might miss. Good for characters who want to solve problems by noticing small details.
  
  Intelligence - Measures your wisdom, knowledge and deductive abilities. This is good for characters who wish to discover, as well as those who specialize in problem solving. This is highly recommended for unicorn characters who wish to heavily spec into magic
  
  A black void, studded with innumerable stars, stretches out before you, as you stand in mid-air. A dark figure trots towards you obscuring a constellation. She is tall and dark blue, with cerulean eyes and two wings, as well as a Unicorn's Horn. Princess Luna, ruler of the night, stands before you.
  
  "I'm dreaming, aren't I?" You say. Or do you merely think the words, in your head? Princess Luna nods.
  
  "Dreams are my domain, and I have found they can show us many things, both about ourselves and the world around us." Princess Luna's voice fills your mind with images; A full moon over a calm sea, or a night forest blanketed in snow, the ground sparkling like the stars that surround you.
  
  "Your dreams tell me that you are about to find your way into a great many adventures," Luna continues, "But before all of that, you must ask yourself one question : who are you?
  
  Choose your race. Each race will have effects on certain parts of the game; for example, some races will find it easier to enter some places than others. Each race has its own special power that will change gameplay.
  
  Earth Pony - Earth ponies have a special contection to the earth. This makes them great at physical skills; the vast majority of farmers, for example, are Earth Ponies, and the greatest warriors of Equestrian History are Earth Ponies.
  
  Pegasus Pony - Pegasi have wings, and a special kind of magic allowing them to walk upon the clouds and even have limited weather control. Pegasi are often quite agile, and their control over the air means they have historically have been famous military strategists.
  
  Unicorn Pony - Unicorns have horns, allowing them to have control over powerful magic. Unicorns tend to fulfill roles requiring high intelligence, such as being great scientists and mages.
  
  > Unicorn
  You may now choose your stats. Each stat has a maximum of 10, and affect skill checks.
  
  Points remining = 30
  
  Your stats = Strength = 0 Agility = 0 Charisma = 0 Kindness = 0 Perception = 0 Intelligence = 0
  
  Physical traits
  
  Strength - Measures your physical strength. This is good for characters who want to focus both on skills that involve manual labour, or those who wish to focus on melee combat.
  
  Agility - Measures your reflexes, and your ability to very quickly respond to events. Ideal for sneaky builds, or those that rely on speed for combat rather than brute strength. This is good for characters who want to be quick, and is also useful for general combat skills.
  
  Social Traits
  
  Charisma - Measures your ability to convince ponies, as well as other races that use language. This is good for characters who wish to speak their way through problems, and can be used in
  
  Kindness - Measures your ability to connect with animals, as well as children. This is good for characters who want to spend time with nature
  
  Intelligence traits
  
  Perception - Measures your ability to see things in the world that others might miss. Good for characters who want to solve problems by noticing small details.
  
  Intelligence - Measures your wisdom, knowledge and deductive abilities. This is good for characters who wish to discover, as well as those who specialize in problem solving. This is highly recommended for unicorn characters who wish to heavily spec into magic[Themes: fan fiction, humor, superhero, action, drama]
  
  > START
  You find yourself facedown in a pile of trash, slowly rising from your garbage bed. Everything aches. The slightest breath causes you to break down in a fit of coughing, and your head pounds in protest as you try to process how you got here.
  
  Everything was going fine. You had just killed the lights in the warehouse and began to attack the criminals, you had one on the ground and you were bashing his head into the asphalt when suddenly one hit you in the back of the head with a tire iron, knocking you off of your victim. The others followed suit, wailing on you with all they had, and one stuck a needle into your arm and pressed down on the plunger.
  
  And now you find yourself here, contemplating this mess. The syringe must've contained something... Lethal. You've had your fair share of beatdowns in your years as a vigilante but none have ever left you feeling this godawful. Even Lady Shiva breaking half the bones in your body didn't hurt as horribly as this.
  
  Gathering all your willpower, you force yourself to stand, using a nearby building to support your weight as you stumble to the road. You have to keep going. You have to bring these bastards down and find the antidote. Judging by the nearby buildings, you're a mile away from the warehouse, in the rundown part of town. Having spent the last month staking out the gang's various 'headquarters' as it were, you know of three places where they might've went: the warehouse where you last were, a disused laboratory about a mile away, and an abandoned apartment complex half a mile away.
  
  Considering they were just at the warehouse, they might not be there, but if you head there you may find clues as to where they went.
  
  Meanwhile, the lab, even if it's empty, may be where the poison was made and where you may find the antidote.
  
  And finally, the apartment, from what you gathered, is their main place of operations. They more than likely would've went there if they went any place.
  
  The clock is ticking.
  
  > go to the warehouse, find clues
  The trek back to the warehouse is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.
  
  Opening the warehouse doors as slowly and quietly as possible, you creep inside, careful to avoid making any noise that could alert potential hostiles to your position. However, a few minutes of creeping around the warehouse proves that there's no one here. Releasing a sigh, you begin to look around.
  
  They didn't leave much. Just a note on the poker table they were using as an impromptu conference table. You take a look at the note.
  
  'Jack
  
  We went back to the apartment, that faceless fuck showed up and we beat the shit out of him. He's dead in some trash heap somewhere now. Sorry you missed the action, shouldn't be late anymore.
  
  Dave'
  
  Hrm. So they went back to the apartment? That's good to know. Best head there if you want to take them down.
  
  > go to the lab, find the antidote
  The trek to the lab is particularly grueling for you. Before, you would have had no problem reaching it by climbing to the rooftops and leaping from building to building, but that isn't an option for you right now. Instead, you take the various alleys and side streets, operating off of your memory. You hope you didn't take too long getting there.
  
  The lab door is barely hanging onto its hinges. You remember when it got shut down; in fact, you were the journalist who covered the story, about six years back. Most of the scientists working out of here were stealing lab equipment and chemicals, using it to make various drugs. When it got shut down, no one seemed to care about cleaning it out, leaving its vast supply of equipment and chemicals for use by the average druggie.
  
  You make your way into one of the labs that's actually locked. How? By ramming the door until it breaks down, that's how. Common sense dictates this must be where the gang makes their drugs, which would also include the poison and what you need to make the antidote. Looking around the room, you find six vials of liquid and jars containing powder on a counter along with some equipment.
  
  There's a note and a syringe nearby. You read the note.
  
  'Add either red, blue, or green liquid. Then add a powder. Finish with pink, purple, or yellow liquid.
  
  Green, black, and purple for poison.'
  
  You failed chemistry, so it's going to be a crapshoot if you make this or not. At least you know not to use green, black, and purple.
  
  Well, you've been in worse spots.
  
  > add red
  You pour the liquid into the beaker. Now you have to add one of the powders. There's an orange powder, a white powder, and a black powder.
  
  > add orange
  You add the powder. The combination of the liquid and the powder is fizzy. Last step, adding another liquid.
  
  > add pink
  You swirl it around a bit, then insert the syringe and fill it up.
  
  Releasing a sigh, you stick the needle in your arm.
  
  Well, here goes nothing.
  
  > inject it
  You inject the syringe, praying with all you can muster.
  
  A few minutes pass. You feel worse. Bloody coughs rack your body, and you can feel blood dripping out of your nose. You close your eyes.
  
  Your last thoughts are of how much you wish you paid attention in chemistry class.
  
  Death has claimed you.
  
  The Question is no more.