Because I'm into the Crunchy:
Poison Use: Count as a Weapon Schtick or Gun Schtick, depending on what sort of weapons you put the poison on (if you use both blowguns AND a poisoned dagger, you'll need to take this Schtick twice, once in each category).
Base effect allows you to have a ready supply of poison for your weapon (if a dagger/sword, it's probably a trick sheathe that coats the blade as it's drawn; if it's a blowgun or shuriken sort of deal, then you just keep your ammo stuck in some sort of poison-tainted holder). The poison will only take effect if the base damage of the weapon, plus the Outcome of the attack made with it, exceeds the target's Armor (but not Toughness). The base poison does a flat 10 damage, which is reduced by Constitution rather than Toughness.
As with the Poison Creature Schtick, additional Schticks will add 2 to the damage. Ninjas get one Schtick in this for free.
Advanced Poison Use:
Characters with at least one Poison Use Schtick may also purchase Advanced Poison Use; advanced Poisons use the base effect value of the Poison Use, but instead of damage, after subtracting Constitution from the value, divide by 3 (round up). This value is applied as Impairment to a single secondary trait under Reflexes or Mind (this is determined when you take the Schtick; you may take APU multiple times, and each time it can add another type of poison available to you--you can change which type you're using as a 1-shot action).
This Schtick can also be taken by Supernatural Creatures with the Poison Schtick; again, changing the 'type' of poison being emited by the Creature takes 1 shot.
Weapon-based Poison Impairment goes down by 1 at the end of each Sequence after the one in which it was inflicted; multiple doses of the same variety of poison do not stack, but they will reset the duration.
Alternate Vector:
Characters with Poison Use may take this Schtick to give an additional means for administering the poison. Select one for each Schtick in Alternate Vector:
Ingested: The poison can be spotted on a Difficulty 7 Perception roll; each additional Ingested Vector Schtick adds 1 to this Difficulty. The poison can be set to take place anywhere from instantly up to the poisoning character's Mind/Intelligence in hours. Ingested Poison Impairment lasts until the end of the session.
Inhaled: Smoke pellets, or perhaps crystals or oils that need to be burned. Base value is lowered by 3, due to the diffuse nature, but there is no need to hit with a weapon. The base cloud covers a one-meter radius (enough for a single target); each additional Inhaled Vector Schtick adds one meter to the radius. Inhaled Poison Impairment fades at the rate of 1 point per sequence.
Contact: The base Perception Difficulty to spot the poison before touching it is 5, but is raised by 1 for each Schtick in Contact Vector. Otherwise, use the rules for Ingested poisons, including recovery.
Characters without the Poison Use Schtick who pick up a poisoned weapon and attempt to use it will always nick themselves on a Fumble, suffering the full effects of the toxin.
Characters being attacked by a melee-weapon wielder who has a poisoned blade can spot the poison with a successful Perception roll, Difficulty 5.
Some thematic Weapons for poison-wielders:
Hollow-hilt Dagger: This dagger uses the same value as the normal sort; however, the hilt contains a space that allows poison to dribble down the blade at the press of a button. Because of this, the target of the attack gains no Perception roll to notice that poison is being used.
Blowgun (0/1/1): Takes 3 shots to reload. Note that you MUST score a positive Outcome in order to actually have the poison dart take effect (since a straight-up hit will still not do any damage). If your target is armored, you'll need to overcome that, as well, with the Outcome.
Shuriken (Str +1/1*/1): Shuriken have a Concealment rating of 1 for every 10 carried; if a Shuriken-Wielder has 3 or more Schticks in Lightning Reload, then they are assumed to be carrying 10 for purposes of Concealment.
Borgia Ring (0/0/1): This little piece of nastiness is virtually undetectable before you flip open the top and attack someone with the tiny poison-laced needle hidden beneath the setting. It takes 3 shots to 'reload' the ring once it hits, but until a hit is scored, it won't empty the poison from the ring's cavity.
Hypodermic Needle (Str/1/3): The weapon of choice for orderlies and nurses of corrupt psychiatric institutions the world over. Jab a difficult patient with a Martial Arts roll, push the plunger (this is a separate 1-shot action that anyone can take; the needle will stay 'in' for a number of shots equal to the Outcome of the attack roll).
Tranq Pistol (5/2/1): Reload Time 2 shots.
Tranq Rifle (7/5/1): Reload Time 2 shots.
(Note: All weapons were pretty much spur-of-the-moment in design; if anything stands out as particularly screwy, let me know.)