Corruption Points At the beginning of each session, the GM will randomly determine (roll a d5, 1=6, 2=7, 3=8, 4 = 9, and 5= roll twice more) which of the four great gods of Chaos is watching over the PCs. Any percentile dice that come up 6, 7, 8, or 9 potentially inflicts a point of Corruption. For example, if it is declared at the start of the session that 6s are wild only those % dice that show a 6 inflict corruption because Slaneesh took an interest in your character. This would sort of work like the relationship dice in 13th Age, in that if the GM determines that Tzeentch is paying attention to the PCs and one of them rolls a 9, it means that the Changer of Fate has taken an interest which will affect the story in some fashion. If a PC got aligned to one of the four great Chaos Gods they would never get Corruption points from rolling the number of their patron. The each time, you gain the attention of one of the Dark Gods the GM may switch the results of a die roll made in the vicinity changing the tens and the ones place so a 91 might become a 19 or vice versa if doing so suits the story. If all the players disagree however they can veto the change. And for every 30 corruption they have, a PC can select the target of the change when one of their dice comes up as a significant number. Warp Dice On any roll where your character doesn't spend a Fate Point, they can call on the Warp for aid. Non-Blank characters may choose to roll a d10 and treat it as a third percentile die called the Warp die, and you can substitute the result of the Warp die for the tens place of your roll. However each time you roll a Warp die you gain Corruption equal to number rolled, again except if you roll a 10, you'd gain no Corruption as long as you have less than 10 Corruption. If you had 10+ Corruption, any roll of 10 is ignored. You also trigger Psychic Phenomena, comparing the final result of the roll to the Psychic Phenomena chart. Psykers can roll a number of Warp Dice equal to their Psy Rating gaining Corruption points for each die rolled but they are able to assemble a % result from any combination. Navigators only roll one Warp die but they can decide to not use it after they roll.