Were I doing it, I think I'd strengthen the weak teams somehow, either by giving the shorthanded players
meatshields NPC allies or more powerful equipment. This has the obvious downside that most players will immediately sign up one to a God so they get to be Archpriests, which I suppose isn't really a downside depending on how you look at it. Alternate solutions would be to force even teams at the start of the game, or adjusted victory conditions for underpowered factions.
But who cares about that when we can play with random madness tables! I loves me some random tables. Assuming some basic stats and common rolls, I whipped up a Madness table (influenced heavily by vairous DnD splatbooks and wikipedia)
TEMPORARY1- Fainting Spell- unconscious for a turn
2- Screaming Fit- penalty to hiding and any social interactions
3- Panic Attack- flees until player regains control
4- Hallucinations- details at GM's discretion
5- Eating Abnormality- player must eat something wierd or take San damage
6- Axecrazy- player attacks at random
PERMANENT1- Persistent Hallucinations/Delusions- always fun
2- Psychosomatic Disability- loss of sense/limb despite nothing actually wrong with it
3- Phobia- consult phobia chart! penalty when dealing with phobia
4- Manic/Depressive- randomly shifts between manic (defense penalty) and depressive (attack penalty)
5- MPD- player has an alter ego that influences their actions and periodically tries to take over (shut up it totally works that way)
6- Lucky Charm- player develops irrational attachment to random item/person/whatever in line of sight, must always stay close to it to function
Obviously room for expansion, and I was mostly sticking to things that have mechanical in-game consequences. Note that the Sanity pool is assumed to refill after these tables are rolled on.