Here is what I've discussed with one of my players a suggestion.
My problem with this particular table is that it invalidates the Radical's play-style completely, not to mention severely puts a dampen on puritans who, as part of their job, have to face corruption on a daily basis.
In the old system, Malignancies were just bad- and in way that's neither fun nor interesting. Players characters lost stats- and there's no quicker way to turn off a character to something than to make him lose stats.
Something that this new system brought to the table that's very interesting- extremely so- is "activated" malignancies.
ALL malignancies should be "activatable". This would be represent the slow temptation and corrupting influence of the warp.
When a character gains 10 corruption, he gains of the malignancies (not one of the broken ones, but one's thats "easy" to hide. [Psy rating should be a mutation, not a malignancy, Witch-mark! ])
Now the caveat is that an acolyte can CHOOSE to activate this power, gaining some minor advantage related to Corruption Bonus [Extra damage equal to CB, Unnatural senses with range Equal to CB, Acid Blood deals X Damage +CB]. Activating this inflicts automaticly ONE corruption point. If the malignancy stacks, the ability gains a FURTHER boost, making it AMAZING, but the Corruption cost goes up to Five.
The idea is that a puritan RESISTS the temptation to give into these unnatural powers, whereas the Radical is quick to succomb and use them in the time of need.
When the players hit 30, 55 and 80 corruption, they roll on mutations. But see- at the 30 Mark, they roll using the same old system, so pick two stats. If they fail, they roll on the Minor mutation table. On a 55, they roll on the major- and if they pass, they get a minor mutation. On the 80, they roll on the Minor AND twice on Major mutations, and if they pass [again, both Stat tests], they only get one major instead of 2 but still get the minor.
So at the end of the day, characters have stacked up at least two minors and one major, and lots of malignancies: but fun malignancies. Malignancies that nag at the players, constantly reminding him that he could use them to solve his problems, make encounters easier... but at the cost of corruption.
Instead of just like, robbing him 1d10 stats, or causing him to be killed on sight by... pretty much anyone with any common sense. After all, the only counter on that scale that should result in instant death should be the 100 Cp, the rest should be a matter of how radical the rest of his team is
You can always let a minor mutation slide, but when he hits a forced major, there's no two ways about where he stands.
Edited by Saldre