Steampunk: Sixth Era Epic

Chapter 2075: Stealth and Enchantment

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The raspy voice of the black-robed person was audible to the three players present and the people behind them, but as "protagonists," the three could only receive their respective information.

"Yes, male, under thirty! This description is far more accurate than the church’s divination of the God Summoner’s strange information!"

Shard thought, praising the depiction from the [Dice Story Collection]. He wanted to first make contact with the [Silencer] and the [Detective], but according to the story’s progression and past experience, he had no reason to suddenly speak to two strangers. Therefore, even knowing they were also in the square, he couldn’t see them no matter what.

Subsequently, a strange feeling inside prompted Shard to immediately take a carriage to the Parsifal Club, the crime scene. Thus, the three boarded carriages in different directions of the square, and almost simultaneously arrived at the building hidden behind flower walls, filled with the scent of cosmetics.

The carriage journey was rather peculiar, and Shard, familiar with the power of time, clearly sensed time’s influence. This was the game’s transitional phase, with no judgments being made. Although it typically took thirty minutes from the city center to the Parsifal Club, the journey took precisely one hour, from boarding to alighting, without a second’s difference.

"It not only involves fate but also time? Truly befitting a top-notch Angel-Level Relic."

The skies of Moon Bay City were perpetually dim. As Shard stepped off the carriage, he finally saw the arriving [Silencer] and [Detective], though neither paid him any attention.

Curiously, neither of them headed directly to the club for an investigation. The former circled the building towards the back, while the latter stood dazed in place.

Luckily, Shard knew the current judgment situation. After all three arrived, the second round officially commenced. This time, there was no mandatory requirement for any particular judgment, allowing the "players" to control the three in exploration. The entire second round allowed for three judgments, and after completing them, the round was forcibly ended, leaving the site. The investigation results would determine the following inquiry’s direction.

The black-skirted woman from the [Light Worshipper Training Association] instructed the [Silencer] to make a "stealth" judgment this round, hoping to sneak into the club. After all, having been punished, he could not speak in the first round this time, making entering from the front door seem odd.

Mr. O’Connor from the Dawn Church had the [Detective] conduct inspiration and luck judgments to decide whether to head to the local church. As a Moon Bay City police officer, upon discovering a potential connection to the transcendent, the first choice was always to report to superiors or directly to the church. The [Detective], having previously collaborated with Mr. O’Connor’s team, was an ordinary person aware of the transcendent. So if they could contact the church, although others could not be made aware of the "Dice Story Collection," leveraging the church’s power, along with various judgments, clearly offered more opportunities.

Shard, however, did not linger at the entrance. A strong desire within him urged him to sneak into the club for investigation, but Shard naturally rejected this notion:

"Why sneak in? Why not just walk in?"

So, just like in the morning, he pushed the door open and entered.

"Wait? Why can’t I make the [Outlander Traveler] stealth?"

Atop the city center’s bell tower, the decision for a "stealth judgment" was made, yet the dice on the table couldn’t be picked up, and even the puppet representing Shard had already entered the "Parsifal Club" built of blocks on its own.

Consequently, half of the building blocks forming the structure vanished into thin air, revealing the club’s cross-section and its intricately detailed interior to the three around the table.

"The action does not align with character logic; the investigating [Outlander Traveler] has no reason to stealth at this time."

The raspy voice answered the witch’s question, and Miss Belindel was quite puzzled:

"Why wouldn’t she stealth in a place like this? Is it because of identity?"

She looked down to see the puppet inside the club, drawing a Divination Card before the three rolled the dice again, which this time was the "Boatman," a card usually signifying an imminent beneficial encounter but couldn’t explain why [Miss Charlotte] chose to enter directly (note):

"Is her peculiar fate shadowing my divination?"

All three rolled the dice together.

"Second round, first roll. [Silencer] rolls the dice for judgment; if the total of the points and [Stealth] points exceed 70, the judgment is successful."

After all, the Parsifal Club was an ordinary venue, thus the point threshold was low.

Clatter~

The woman from the [Light Worshipper Training Association] threw the dice:

"Points 66, First Ring Sorcerer’s basic [Stealth] 110 points, Symbol [Deerhide Boots] increases base stealth value by 5 points, using Arcane Technique - [Illusion of Light and Shadow] to assist stealth, obtaining a 1.2 multiplier. Drinking Magic Potion [Breath Holding] provides an additional 20-point bonus. Total points 66×1.2+110+5+20=215 points."

"Successful judgment, as total points exceed 200 points, every action in this round will gain additional bonus points due to the stealth state."

The black-skirted woman smiled.

"Second round, first roll. [Detective] rolls the dice for judgment; the total of points and [Luck] [Inspiration] points must exceed 208 for successful judgment, allowing a visit to the church for support. If failed, no events occur this round."

Clatter~

Mr. O’Connor threw the dice:

"Points 25, basic Luck 67, basic Inspiration 24. Profession - Police Officer provides an additional 20-point bonus for this judgment. Symbol - ordinary Dawn Emblem provides an additional 5-point bonus in church-related judgments."

This was all the information he could glean from the parchment, as these were basic values for an ordinary person. But since Mr. O’Connor had thought of this approach, he naturally had his own plan:

"Character Special Ability: Traumatic Emotions."

No content appeared on the parchment.

"Ominous memories, ancient guilt, unforgettable experiences, undying nightmares. Oh, it’s this one."

He exhaled deeply and read the newly appeared content:

"Nightmare (regarding Relic): A character trait formed due to unforgettable fear. Upon encountering related content, you can roll the dice once more for an inspiration check. If below 50 points, increase the value; if above 50 points, increase the value above 50 points. Using this trait guarantees a failed psychic resistance check within this round."

Clang clang~

"77 points... currently a total of 168 points..."

Mr. O’Connor glanced at the hourglass still counting down, turned around to discuss a few more words with two companions, and then pressed the holy emblem on his chest:

"Using special ability: Devout Faith, yes, it succeeded. Devout Faith: The faith offered in return after being saved, though not pure, yet devout. In checks related to the Church, rolling a 20-sided dice grants additional bonus points."

A new dice appeared beside Mr. O’Connor, though knowing it wasn’t enough, he still threw the dice:

"17 points, total value 185 points."

Afterward, he attempted to trigger other special abilities but couldn’t succeed. Yet, it was enough; earlier the base value only rolled 25 points, if it could be higher, it’s entirely possible to succeed; what he lacked was merely luck.

Finally it was Miss Belindel’s turn:

"Second round, first turn. [Outlander Traveler] rolls dice for [Charm] or [Persuasion] check, if the sum of points and the base points of Persuasion or Charm exceeds 95 points, the check is successful, and information about the case can be obtained from the character—Club Owner, Mrs. Frei. If failed and points are less than 50, enforced departure from the location occurs. Higher points can yield additional information."

"Choose charm check."

Although "Witch’s Wordplay" couldn’t be used, that special ability related to butterflies was associated with Charm, hence naturally choosing Charm. Merely thinking about this again, the beautiful witch’s face still slightly reddened. She pinched the dice, cautiously drew a divination card, swapped positions of the dice in hand, and then tossed them:

"Since she’s a girl from the troupe, her charm shouldn’t be low, right?"

Clang clang~

"Points 73, opting to augment the check through charm, Charm is... hmm?"

She looked closely at the content on the parchment roll, even she was surprised:

"Where did Vanessa find such a pretty girl? Witches’ charm definitely exceeds 100, but this kind of charm below 100, the only one I can think of is Galina’s Head Maid. Like that Miss Servit—pretty girl? Vanessa keeps such a girl yet claims to be celibate."

Though thoughts were many, her demeanor remained unperturbed:

"Charm 96 points."

The two by the table turned their gaze towards her, only her facial features exhibited a ripple-like blur, thus no one could see her expression:

"Symbols - Roder Card Deck, Divination Card - Empress, Crystal Shoes, totaling 5+5+10=20 points."

Hesitating slightly, though merely the base points of "Charm" had already surpassed the 95-point requirement, yet the greater the value, the more could be learned. The witch looked at the parchment roll’s content, finally reading out the entry:

"Legendary Status - Butterfly Player, any charm check receives a 2.0 coefficient bonus on total points. Indeed, note here the phrasing, not simply ’2.0 coefficient bonus,’ rather it’s the total points’ double. Total points are (73+96+5+5+10)×2, which equals 378 points... if such charm actually existed in reality rather than in the game, probably she only needs to stand by the table and smile to make us all show her loyalty, right?"

She humorously mused, pondering where her colleague found such a good girl, though others were concerned about another aspect:

"Wait, ordinary people wouldn’t have Legendary Status, is that Miss Charlotte a Circle Sorcerer?"

The two from [Light Worshipper Training Association] looked at "Lady Amethyst" in astonishment:

"How did you circumvent [Dice Story Collection]’s basic rules? Wait, does she have a destiny-type Angel-Level Relic on her?"

The woman in the black dress further addressed the standing black-robed person:

"May I report someone cheating at the game?"

The black-robed person completely disregarded her comments, only the fine sand within the hourglass continued to fall incrementally.

Mr. O’Connor from Dawn Church then stroked his chin:

"Legendary Status... from the data I’ve read about [Dice Story Collection], it’s an entry achievable only through accomplishments, crimes, or actions significant enough to impact an era, or at least worthy of being recorded in history. Butterfly Player... Miss Amethyst, though it may be impolite to ask, could we later be introduced to who exactly that Miss Charlotte is? The Church enjoys collaborating with capable Circle Sorcerers."

The witch did not answer, as she didn’t know, merely growing more intrigued by Miss Charlotte:

"If I could make her my own... Randall Valley, such a secluded rural place, where did this good girl come from?"




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