Some rules tweaks I've implemented in my game to generally make options more balanced and/or useful if they're underpowered. Comments and suggestions are welcome.
*If you have a duplicate Professional Aptitude, you can take a different defensive Professional Aptitude or one appropriate for your concept.
*Since Pushing has been made relatively useless, I've changed it based on whether the psyker is sanctioned or not. The former don't modify their chances for Psychic Phenomena (and thus take the penalty), while the later don't take the penalty, but suffer the increased chance for Psychic Phenomena.
*Cover-Up: Instead of eating Influence, it requires an Influence test to gain 1d10 Subtlety once per game session. Contact Network can be used with this talent.
*Warp Conduit: Sanctioned Psykers can spend a Fate point to increase their Psy Rating by 1 without additional penalty. Unsanctioned Psykers use the rules as listed.
Edited by Objulen