TEXT: Whew
  You caught a lucky break 
  just now. Maybe you’re riding 
  a hot streak for once.
  Spend for a Push of any 
  kind, or an extra die on any 
  test.
  EDGE
  Generic Problems
  Deploy these generically written Problems as needed, either in your own 
  scenarios or when player choices trigger an unexpected event during a published 
  mystery. They might show up as Extra Problems, or as the result of Setbacks.
  Bad Feeling about This
  There ain’t a part of you that 
  wants to do what you’re about 
  to do.
  The next time you roll a 6, 
  ignore the result and roll again 
  for a new result, then discard 
  this card.
  problem
  Car Trouble
  -2 on Driving tests. Gives 
  unfriendly cops a pretext to 
  pull you over and hassle you. 
  Counter by Taking Time with 
  a trip to the garage.
  problem
  Butterfingers
  Lose a Push the next time you 
  use a Technical ability to gain 
  information, and discard this 
  card. If you have no Push, you 
  lose the next Push you gain, 
  and discard this card.
  problem
  Bruised Knuckles
  You should see the other guy.
  -1 on all General/Manual 
  tests. Discard the fi st time 
  you suffer a Setback on a 
  General/Manual test.
  problem
  Close to the Edge
  You’ve been pushing 
  yourself too hard for too long. 
  Now the bill’s come due.
  All Advances on Cool 
  tests become Holds. Counter 
  by Taking Time to seek out 
  someone, perhaps a Source, to 
  lend you a sympathetic ear.
  problem
  
  Denial
  Your mind builds a wall 
  around the terrible truth. Hope 
  it doesn’t crumble!
  After the next scene in 
  which you gain evidence of a 
  supernatural force or entity, 
  lose a Push. If you have no 
  Pushes, you lose your next 
  Push as soon as you get it.
  problem
  Fight, not Flight
  To escape that scrape, you 
  called on the terrifi d animal 
  deep inside you. Desperation 
  that stark isn’t easy to forget.
  -2 Penalty on Cool or 
  Stability tests. Discard after 
  your next Fighting test.
  problem
  Empathy Hurts
  You show someone you 
  understand their agony. But 
  now that you’ve opened up, 
  how are you going to close it all 
  down again?
  -2 on all Cool tests. 
  Counter by Taking Time 
  for heavy drinking (or the 
  indulgence of another self-
  destructive vice).
  problem
  Driven to the Brink
  You’re pushing yourself to the 
  point where your frayed nerves 
  have frayed nerves.
  -1 on General/Mental 
  tests until you Take Time to 
  calm yourself down.
  problem
  Guilty Conscience
  That interaction left you 
  feeling like a Grade-A heel.
  You can’t spend Pushes 
  on Interpersonal Abilities. 
  Counter by Taking Time to 
  have someone remind you of 
  your essential decency.
  problem
  Chip on your Shoulder
  Lose a Push the next 
  time you use an Interpersonal 
  ability to gain information, 
  and discard this card. If 
  you have no Push, you lose 
  the next Push you gain, and 
  discard this card.
  problem
  
  Heedless
  You never met a warning you 
  couldn’t ignore.
  -1 on Sense Trouble tests. 
  Discard on your next Sense 
  Trouble Setback.
  problem
  Injury (Bad Beating)
  You’ve been beaten within an 
  inch of your life.
  Until you Take Time 
  to recuperate, all General 
  tests result in automatic 
  Setbacks. Even after that, all 
  General/Physical tests take 
  a -1 Penalty. Discard at end of 
  scenario.
  problem
  Imminent Catatonia
     Mythos Shock 
    
  Rather than truly correlate 
  the signifi ance of what you 
  just witnessed, your mind 
  is about to shut itself down. 
  Maybe for good.
  problem
  Indelible Image
  You saw something you sure 
  wish you hadn’t. Now you can’t 
  get it out of your mind.
  Until countered, -1 on all 
  General/Mental tests.
  problem
  Injury (Minor)
  Take a -2 penalty to your next 
  General/Physical test and 
  -1 to the one after that. Then 
  discard this Problem.
  problem
  Heart Strain
  You made yourself do 
  something every fiber of 
  your being told you not to. 
  You’ve flooded yourself with 
  adrenaline and can’t calm 
  down.
  Counter by accepting a 
  -4 Penalty on any Challenge. 
  If still in your hand at end 
  of case, suffer a fatal heart 
  attack.
  problem
  
  Injury (Life-Threatening)
  -3 to your next General/
  Physical test; -2 to all 
  subsequent test until 
  Countered. Counter by Taking 
  Time at a hospital or doctor’s 
  office. If ou’re still holding 
  this at the end of the story, you 
  die of internal bleeding.
  problem
  Mental Fatigue
  Lose a Push the next time you 
  use an Academic ability to 
  gain information, and discard 
  this card. If you have no Push, 
  you lose the next Push you 
  gain, and discard this card.
  problem
  Insolent
  The next time someone tries 
  to get under your skin, make a 
  Cool test, Advance 5+. Except 
  on an Advance, you get lippy 
  with them, and they decide to 
  make trouble for you
  problem
  Injury (Weird)
  That inhuman creature did 
  more than wound you — its 
  venom, germs, or psychic 
  effluvia ft you suffering 
  symptoms of sickness.
  You can’t spend Edges that 
  grant any advantage or bonus 
  to any General/Physical 
  test. All bonuses to General 
  /Physical tests granted by 
  Edges you keep in hand are 
  reduced to 0.
  problem
  Not so Fast
  Bad memories have a way of 
  coming back on you.
  When you counter a 
  Problem that penalizes any 
  General/Mental ability, roll a 
  die. On an odd result, regain 
  the Problem.
  problem
  Injury (Off-Putting)
  Sometimes a bruise, cut, or 
  slash isn’t a badge of honor. It’s 
  a reason for others to slowly 
  back away.
  Discard after two days 
  pass in the fictional ame 
  world. Until then, you 
  can’t make Bargaining, 
  Intimidation, or Reassurance 
  Pushes.
  problem
  
  Only a Matter of Time
  Push all those fears deep down 
  inside you. You can deal with 
  them later, when there’s time.
  If you haven’t countered 
  this Problem by the end of the 
  case, you do something crazy 
  and/or self-destructive during 
  the denouement.
  problem
  Restless
  Continuity   
  Your unconscious instinct 
  to protect yourself goes into 
  overdrive. You lose the ability 
  to relax.
  Before Taking Time to 
  Counter any other Problem, 
  you must Take Time to 
  counter this one.
  problem
  Rattled
  Your confid nce just took a 
  major hit.
  Until you counter by 
  Taking Time, take a -2 penalty 
  on all Cool and Stability tests.
  problem
  Psychic Vertigo
     Mythos Shock 
   
  You can’t help it. Something 
  deep within you recoils at the 
  sight of a being that neither 
  history nor science can 
  properly account for.
  In scenes where one or 
  more Mythos creatures are 
  present, treat any even-
  numbered die you roll in a test 
  as a 1.
  problem
  Seething
  Even a baby could tell 
  you’re bubbling with barely 
  suppressed anger. In this state 
  you’re not the sort of person 
  people want to cooperate with.
  Until you haul off
  and clock someone, you 
  can’t spend Pushes on 
  Interpersonal Abilities.
  problem
  Numbed to It All
  To avoid cracking up, you’re 
  just going to start ignoring 
  certain implications.
  -2 to your next Sense 
  Trouble test; -1 to all 
  subsequent such tests.
  problem
  
  Sleep Deprived
  You’ve been working this case 
  too hard without a break.
  -1 on General/Mental 
  tests. Counter by Taking Time 
  to find a afe place to nap, 
  and then getting a few hour’s 
  slumber.
  problem
  Tempted
  Resisting that old vice of yours 
  took more out of you than you’d 
  prefer to admit.
  2 penalty on all Cool 
  and Stability tests until you 
  Take Time to indulge this or 
  another weakness.
  problem
  Swirling Possibilities
  Maybe it’s the weirdness. 
  Maybe it’s just all the missing 
  puzzle pieces. Either way, you’re 
  letting this case get to you.
  If you have an Edge 
  granting a benefit o any 
  General/Mental ability, discard 
  it and this card. If not, wait 
  until you get such an Edge, then 
  discard it and this card.
  problem
  Stiff Drink
  This calls for the throat-
  burning distraction of cheap 
  bourbon. Fortunately, you 
  carry a fla k in your jacket 
  pocket for precisely this sort of 
  occasion.
  -1 to General/Mental 
  tests. Counter by spending 24 
  hours without drinking.
  problem
  Winded
  You went all out to prevail, but 
  it will cost you.
  -1 on Fighting tests. 
  Counter by Taking Time, 
  or spending an Edge that 
  benefits ighting or General/
  Physical Abilities.
  problem
  Shaken
  You just saw something you 
  wish you hadn’t, and you can’t 
  stop shaking.
  Treat your next Advance 
  as a Hold, then discard.
  problem
  
  Yellow-Bellied Rat
  Running out on that lug was 
  smart, not cowardly. But you 
  let a whole bar full of lowlifes 
  see your ungraceful exit, and 
  that stings.
  You can’t spend Pushes 
  on Interpersonal Abilities. 
  Discard the fi st time you 
  score an Advance on any 
  Challenge.
  problem
  Vengeful
  You’re not one to nurse a grudge. 
  You’re one to put it up in an 
  expensive hospital with a round-
  the-clock team of doctors to give 
  it constant care and attention.
  Determine which GMC 
  in the current scene most 
  deserves your wrath. Unless 
  you do something to lash out 
  at this character, any coda 
  in which you survive must 
  feature a scene where you self-
  destructively lash out at him.
  problem
  
SOURCE: textdata/thevault/Cthulhu Confidential (Gumshoe)/Cthulhu Confidential - Generic Problems.pdf