As a world-famous "gambling city," Las Vegas never lacked tourists from across the globe, regardless of season or time. These visitors might not arrive with dreams of overnight riches, but few would pass up the opportunity to try their luck at the tables, hoping to be that rare fortunate soul who returned home with pockets full of winnings.
Though Richard wore only sunglasses and a baseball cap, making no attempt to conceal his flowing silver hair, he noticed that passersby behaved exactly as he'd anticipated—they glanced briefly at his distinctive locks before continuing on their way. The few who stared longer seemed to regard him merely as a middle school student with an unconventional sense of style.
Finding the pedestrians' reactions aligned with his expectations, Richard wandered through Las Vegas like any other tourist, taking in the sights and sounds of the vibrant city.
Like every major American city, Las Vegas housed its own branch of the Department of Mutant Affairs. However, unlike branches elsewhere, mutant agents stationed in Las Vegas shouldered an additional responsibility: preventing mutants from using their powers to cheat in casinos.
Strictly speaking, this duty fell outside the Department's standard jurisdiction. Yet in Las Vegas, mutant agents willingly accepted the task. The reason was simple—the casinos compensated them generously.
While the Department of Mutant Affairs offered salaries considerably higher than those of ordinary police officers—roughly $200,000 to $300,000 annually—this income, though substantial by American standards, wasn't particularly impressive for mutant agents given the life-threatening risks they routinely faced. Apprehending ordinary illegal mutants posed minimal danger, but not every unauthorized mutant proved so manageable.
Truly formidable mutants with power comparable to Magneto or Richard remained rare, but Beta-level illegal mutants were numerous. Since most mutant agents themselves possessed only Beta-level abilities, individual confrontations without backup offered minimal tactical advantage.
After exploring the city for over half an hour, Richard entered a renowned casino. Despite his status as an S-class wanted criminal on the Department's list, he encountered no obstacles and passed through the entrance as effortlessly as any ordinary visitor.
After exchanging several thousand dollars for chips, he circulated through the casino floor, surveying the various games before finally settling at a Texas Hold'em table.
Compared to blackjack and roulette, Texas Hold'em occupied a more specialized niche. Before his transmigration, Richard had played online Texas Hold'em casually and understood the fundamentals. Now, seated at the table, he experienced live Texas Hold'em for the first time.
Since profit wasn't his objective, he refrained from employing telepathy, instead simply savoring the experience of matching wits with fellow gamblers through pure skill.
The game was less about luck than about calculation and psychological warfare—determining probabilities, implementing varied betting strategies, maintaining a controlled demeanor while studying opponents' micro-expressions for tells.
Despite abstaining from telepathic advantages, whether through sheer luck or his naturally relaxed demeanor, Richard found himself winning more hands than he lost. Soon, his initial few thousand dollars in chips multiplied to tens of thousands.
As his winnings accumulated, his betting strategy evolved from conservative to increasingly aggressive. Normally, such boldness would quickly invite defeat—this precise stage often entrapped gamblers in addiction before they lost everything.
Yet tonight, the goddess of fortune seemed to have blessed Richard specially. Even with his increasingly daring plays, losses eluded him. Instead, his chip stack grew progressively higher.
Am I truly a Texas Hold'em prodigy? The thought flickered unbidden through Richard's mind as his initial few thousand dollars approached nearly one hundred thousand.
Perhaps impressed by his exceptional play, many gamblers began avoiding his table, seeking weaker opponents elsewhere.
"This seat looks promising—it should bring me good luck!"
A middle-aged man's voice, rich with magnetic charm, broke through Richard's contemplation.
Turning toward the sound, Richard beheld a figure exuding playboy charisma and untamed temperament. The newcomer wore a black cowboy hat and carried a metal cane in his hand.
Though they'd never met, Richard recognized him instantly.
The King of Cards!
Remy LeBeau!
Had this been the X-Men movie universe, Gambit would have been an elderly man in his sixties or seventies. But in this reality, he appeared significantly younger—early forties at most.
After briefly observing Remy LeBeau, Richard averted his gaze. Though he hadn't anticipated encountering the mutant, he didn't mind playing a few hands of Texas Hold'em against him.
Simultaneously, he mentally cataloged Remy LeBeau's abilities: infusing objects with potential and kinetic energy, mental shielding, hypnotic charm, precognitive senses, and enhanced physical attributes.
By mutant classification standards, Gambit exemplified a quintessential Alpha-level mutant—he lacked obvious mutant physical characteristics, his powers produced no detrimental side effects, and he excelled in combat.
Despite possessing five distinct powers as an Alpha-level mutant, Gambit's baseline capabilities weren't particularly overwhelming, especially in the X-Men cinematic universe. In the comics, however, his potential was vastly greater.
The comic version of Gambit, when fully actualized with powers functioning at peak capacity, could transform from flesh and blood into an energy entity called the "New Sun"—a being of pure energy. In this state, he could manipulate any object containing potential energy.
More impressively, his "New Sun" form enabled him to control targets telekinetically without physical contact, completely halting their movement or maintaining their momentum. This form also granted him space-time compression abilities, allowing free travel between different dimensions and timelines.
Formidable as the "New Sun" form was, it didn't represent Gambit's ultimate potential. Comics also depicted his "Death" form, wherein his power to inject and manipulate energy evolved into the ability to fundamentally alter matter—converting air into poison gas, for instance.
Physical contact with Gambit in his "Death" form resulted in mental domination, transforming victims into puppets that obeyed his every command. By completely enveloping an opponent with his energy, he could even seal them within a playing card.
In the comics, Gambit would represent a formidable adversary. However, in this universe, Richard felt minimal concern about any potential complications. If the card-wielding mutant provoked him, Richard wouldn't hesitate to claim Gambit's powers for himself.
After taking his seat, Gambit flash a smile that would make women's hearts race but struck men as somewhat slick, and casually appraised Richard.
From that first glance, Richard immediately decided he disliked Gambit's slick smile and calculating eyes.
Just as he prepared to speak, new mission information suddenly materialized in his field of vision:
[Mission: One-Winged Angel (II)]
[Mission content: Rescue "Scarlet Witch" Wanda and "Quicksilver" Pietro who are imprisoned by the Hellfire Club]
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