I found using every <CS> did not sit well with my players, every time they roll a task there is a minimum 1 in 8 of getting a <CS>, but I do want to use it to add flavor to the game. Using it whenever I feel like it is a bit unfair to the players so I came up with a simple system to determine how bad the effect is.
I hope you guys try this out and like it:
1. First spend all <CS> on regular in game effects (action, casting, unreliable, environment etc.)
2. Count remaining <CS> as bane & roll a purple die for every <CS> remaining, keep rolling purples if you get <CS> on them.
4. Count all skulls (bane) symbols as fumble level indicator (no on the original purple dies)
1xSkull a Minor mishap
2xSkulls a Fumble
3xSkulls Something bad
4xSkulls Something Horrible
5xSkulls Something brakes
This gives an easy task a little chance of fubling but harder are more likely to fumble and do so alot worse.
I plan on creating a small fumble table for meele, range, gunpowder, physical, mental and communication rolls but I have not had the time yet.