A measure of how much the malign influence of the Chaos Gods have tainted and warped you.
Your Corruption usually starts at 0 but might be modified by abilities and Talents. You gain Corruption from failing Corruption Tests (p.286).
Whenever you try to resist corruption or the forces of Chaos, you make a Corruption Test.
When you make a Corruption Test, your dice pool is equal to your Conviction. Your starting Conviction is equal to your Willpower.
The foul taint of the Warp can deform the body and afflict the mind. Whenever malign sorcery is practiced, the Immaterium bleeds through, deforming and twisting reality. Heinous objects and unnatural acts force the mutating powers of Chaos onto those who witness or practice them, triggering strange changes and grotesque malformations. Few walk away with their purity intact.
Corruption does not turn a character instantly into a monster, but each point gained takes them ever closer to death and damnation. Roleplaying a character’s descent into the terrifying temptations of the Warp can add depth of its own, and create a story arc you may not have been expecting. Likewise, the desperate struggle to retain one’s purity and humanity can be a fulfilling experience for your character.
To make a Corruption Test, roll a dice pool of your Conviction Trait against the DN of the source of Corruption. Your Corruption Level can increase the DN of the Test.
If you fail a Corruption Test, the GM gains +1 Ruin, and you gain Corruption Points equal to the difference between the number of Icons you rolled and the DN of the Test.
If you roll a Complication on a failed Corruption Test, you gain double the amount of Corruption Points. If you roll a Wrath Critical on a Corruption Test, the DN of the Test is reduced by 2.
You may choose to spend a single Wrath to reduce the DN of the current Corruption Test by one. This can’t reduce the DN below 1
If you reach Corruption Level 5 you transform into a Chaos Spawn, a writhing mass of mutations and mental trauma. There is no redemption from this fate. All who are Warped in this way are driven utterly insane by the touch of the Ruinous Powers. The GM takes control of the Chaos Spawn that was once your character, modifying the entry in the Bestiary on p.352 as needed.