Some simple enhanced toxins rules for more potent Toxic traits, where you don't want to use the rules from the GM screen, which you might only want to use for a single special badguy but need some enhanced toxins as the PC's start to get more powerful.
The Toxic trait stays the same, effectively becoming Toxic 0. For weapons with Toxic 1 and higher the Toxic number is the number of stages of increased difficulty on the toughness roll to resist the effects. In additional it is the number of turns after the after the original attack. That the user has to re-make the same resistance test with the same penalties, each failure inflicts a 1d10 points of damage that bypass armour and toughness as normal.
Example: Acolyte Sebastian is bitten by a visciously poisonous creature while investigating a feral world. The creature manages to penetrate the acolytes feeble armour and toughness with an attack and has the Toxic 1 trait. The Sabastians Toughness is 55 for resisting poison, he must pass a test by rolling 45 or below or take 1d10 damage that ignores armour and toughness. In addition next turn, regardless of whether he is attacked again or if he passes the initial test, he must make another test at 45 or below or take an additional 1d10 damage ignoring armour and toughness.
If someone can reach the an effected person they can use a full action to make a Challenging medicae test to stop that dose of poison affecting them any further. (optional, mediacae tests are affected by the Toxins modifier).