Hey hey! Because obviously we don't have enough of them. Let me know if this seems close to some of the others, because
I'm not arsed looking the rest of them up
I don't have time in my busy schedule to check.
So, basically, I was thinking of making Poison a condition, much like fear. Poisoned crits force a difficulty check based on the strength of the poison, failure nets the strength in fatigue. Failure with banes earns you the Poisoned condition, which causes the following...
Poisoned:
Every time you suffer 1 or more fatigue, suffer one wound.
The condition remains until you roll a resilience check to remove it, again, based on the poison strength.You may roll during a rally phase or after resting. You may accumulate successes over several checks. HOWEVER, in order to roll to remove the poisoned condition, you must sacrifice one of your other actions, such as regaining fatigue, wounds or stress.
It's pretty harsh, but I don't think it's incredibly harsh. Opinions?