Weapon Familiarity - common melee, common missile, early firearms and small arms - Cost 8
Disadvantage
Reputation - weird psychic - 8 or less - Cost -5
Conversion Notes: This package is based on the esper occupation from the Gamma World 4th edition role playing game. This write-up uses Champions 5th edition rules.
The esper is an adventurer who has explored the depths of his own mind and understands it well. He is the master of mental discipline. The realm of the mind is his battlefield. An esper can detect and identify mental powers in others. They have near perfect memories, and can use their knowledge of the mind to help others recall information as well.
Occupation created by TSR Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - July, 2004