The Mind Mentor of Marvel and DC
Chapter 4788

The Finale Begins (Part 2)

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The Agent's second skill was running—more accurately, an explosive start. When the ghost was within a certain range of him, he could take off at double speed. If he was attacked by the ghost, that multiplier could even rise to triple, making it practically no different from an instant blink.

His third skill was lockpicking. Basically, if he ran into a door, he could open it, locked or not. The most interesting part was that he could create lock traps. Any lock he had picked would spray corrosive liquid from inside, slowing the ghost down. It counted as a soft control skill and was very suitable for door tactics.

The real focus of the whole skill set was their racial talent. In the previous round, the racial talent had been human: when gathered together, they could recover a certain amount of Sanity. But because they couldn't really gather, and their time speaking with other humans was also very limited, it hadn't done much.

This time, however, the racial talent practically changed the entire way the game was played. All five players' talent was "Gambler," and this new racial talent brought with it an entirely new system: an economy system.

All Gamblers started with five chips. Chips could be used to start games at different gaming tables or gambling machines. During the games, they could obtain abundant items and key clues.

And if they ran out of chips but still wanted to keep gambling, they could find a Chip Exchange Machine and exchange things they had on hand for chips. Those things included valuable property found inside the casino, as well as their own health—in other words, using blood and wounds to exchange for chips.

If nothing unexpected happened, there should also be five things similar to seals this time. If

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