Ok so I got to thinking about how the game was missing out on Ork Wierdboyz (not only NPC's but as playable options for Ork PC's as well). This got me thinking to "well why not just get the sorcerer talent" as sorcery is a way for Orks (since they're not psykers) to basically represent this (albiet quite different than a normal wierd boy still).
Then when reading over the sorcery rules presented into "Edge of the Abyss" I realized how broken this would be as the drawback for sorcery is that you gain 1D5+1 corruption per power taken in sorcery and add your total corruption to "perils of the warp" rolls. Now seeing as how Ork's can't gain corruption this would make them a bit... well overpowered indeed as it'd be essentially a talent that would be must have for any ork npc simply do to it being all benefit and no weakness. How would other GM's handle this? Would you allow it?
I'm considering allowing it, but changing the corruption to insanity points or possibly custom tailoring the rules to give the ork no psy rating but instead making his "rating" based off the number of other orks around him/her and make the ork required to essentially "drain off" psychic energy per round lest it cause them to roll perils should they fail to do so (to reflect the table top where wierd boys, if built with enough waaagh, can explode or harm those around them).