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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.
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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.
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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.
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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.
You should see the other guy. -1 on all General/Manual tests. Discard the first time you suffer a Setback on a General/Manual test.
Bruised Knuckles
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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.
Bad Feeling About This
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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 selfdestructive vice).
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Fight, Not Flight
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.
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Heart Strain To escape that scrape, you called on the terrified 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.
Empathy Hurts
Guilty Conscience
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.
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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.
Driven to the Brink
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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.
Denial
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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.
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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 game world. Until then, you can’t make Bargaining, Intimidation, or Reassurance Pushes.
Rather than truly correlate the significance of what you just witnessed, your mind is about to shut itself down. Maybe for good.
Mythos Shock
Imminent Catatonia
Injury (Minor)
Take a -2 penalty to your next General/Physical test and -1 to the one after that. Then discard this Problem.
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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.
Indelible Image
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You never met a warning you couldn’t ignore. -1 on Sense Trouble tests. Discard on your next Sense Trouble Setback.
Heedless
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Mental Fatigue Lose a Push the next time you use an Academic ability to gain information, and discard this card. If you have no Pushes, you lose the next Push you gain, and discard this card.
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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.
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.
Insolent
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.
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That inhuman creature did more than wound you — its venom, germs, or psychic effluvia left you suffering symptoms of sickness. You can’t spend Edges that grant any advantage or bonus to General/Physical tests. All bonuses to General /Physical tests granted by Edges you keep in hand are reduced to 0.
Injury (Weird)
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-3 to your next General/Physical test; -2 to all subsequent tests until Countered. Counter by Taking Time at a hospital or doctor’s office. If you’re still holding this at the end of the story, you die of internal bleeding.
Injury (Life-Threatening)
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Your confidence just took a major hit. Until you counter by Taking Time, take a -2 penalty on all Cool and Stability tests.
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Restless
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.
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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.
Rattled
Seething
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.
Continuity
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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.
Mythos Shock
Psychic Vertigo
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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 selfdestructive during the denouement.
Only a Matter of Time
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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 to any General/Mental ability, discard it and this card. If not, wait until you get such an Edge, then discard it and this card.
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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.
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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 Fighting or General/Physical Abilities.
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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.
This calls for the throat-burning distraction of cheap bourbon. Fortunately, you carry a flask in your jacket pocket for precisely this sort of occasion. -1 to General/Mental tests. Counter by spending 24 hours without drinking.
Stiff Drink
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You’ve been working this case too hard without a break. -1 on General/Mental tests. Counter by Taking Time to find a safe place to nap, and then getting a few hour’s slumber.
Sleep Deprived
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It must be your lucky day. Spend for a Lucky Break (when available). After getting the break, roll a die: on an even result, this card returns to your hand. If at the end of the scenario no opportunity for a Lucky Break arose, spend to Counter any non-Mythos Shock Problem you can justify resolving with a stroke of good fortune.
You’re sick of the madness and violence bubbling up from beneath the city streets. If you don’t put a stop to it, who will? Spend for an extra die on any test. If spent on a Stability test, roll a die. On a 1, regain this Edge.
Against Horror
Coming Up Shamrocks
Eerie Feeling
+1 to Sense Trouble tests. Spend for an extra die on a Sense Trouble test.
EDGE
EDGE
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 first time you score an Advance on any Challenge.
EDGE
The supernatural? Malign deities? What a load of hogwash! You’ll never fall for that bunkum. Spend to Counter a Mythos Shock Problem.
Yellow-Bellied Rat
Bedrock Skepticism
“Dr. Freud Gave Me This Watch”
+2 on Hypnosis tests. Or get an automatic Advance on any Hypnosis test, gaining a Push and discarding this card.
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EDGE
EDGE
EDGE
EDGE
EDGE
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Gain 1 Push when you Advance on any Stability test, whether or not you still have unrolled dice.
The French Call It “Sang Froid”
Hard-boiled
You’ve inured yourself to shocking situations that would send civilians to the psychiatrist’s couch. Spend to Counter a Problem that penalizes any General/Mental ability, Mythos Shocks excluded.
EDGE
EDGE
You look at gruesome sights not as horrors, but as chances to experience the wonders of science. Spend to Counter any Problem gained during a Stability test.
Forensic Detachment
Gallows Humor
That which shocks and repulses others prompts you to crack wise. Make a dark wisecrack in any scene, then discard this card to gain a free Push on any Interpersonal Ability.
EDGE
EDGE
+2 on Filch tests. Or get an automatic Advance on any Filch test, gaining a Push and discarding this card.
A Flair for the Furtive
EDGE
Spend for an extra die on any General/Manual test.
A Few New Tools for the Old Workshop
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Get an automatic Advance on your next Athletics test, gaining a Push and discarding this card.
Invigorated
On Your Tail
Get an automatic Advance on your next Shadowing test, gaining a Push and discarding this card.
EDGE
EDGE
You feel good about that unofficial justice you just doled out. Counter any non-Mythos Shock Problem that penalizes General/ Mental Abilities or Interpersonal Pushes.
He Had It Coming
Never Leave the Office Without One
Discard to succeed at any Preparedness Quick Test.
EDGE
EDGE
+1 to all Sense Trouble tests until you spend this Edge. If you made a Sense Trouble test in the current scene, spend this Edge for an extra die on an Athletics, Fighting, or Fleeing test.
High Alert
EDGE
+1 on all Fighting tests. Or discard this card for an extra die on any Fighting test.
Het Up
EDGE
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When you use Explosives to significantly impede a Mythos threat, spend this Edge to Counter any Mythos Shock Problem, or any Problem penalizing a General/ Mental ability.
See You Later, Detonator
Shifty
Get an automatic Advance on any Conceal test, gaining a Push and discarding this card.
EDGE
EDGE
Get an automatic Advance on any Driving test, gaining a Push and discarding this card.
Roadworthy
Self-Possessed
Spend for an extra die on any General/Mental test.
EDGE
EDGE
Spend for an extra die on any Athletics, Driving, or Fighting test.
Quick Reactions
EDGE
+2 on Devices or Devices tests. Or get an automatic Advance on any Devices or Devices test, gaining a Push and discarding this card.
Popular Mechanics
EDGE
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Spend for an extra die on your next Challenge.
The Tough Get Going
Battle Buddies
Once again you have demonstrated a knack for turning adversity into sudden advantage. Spend to treat a Setback as an Advance.
EDGE
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Gain a +1 bonus on Fighting vs. Mythos adversaries.
When you crack the case, spend this Edge to Counter one Problem you acquired during the present scenario.
Tied Up with a Neat Little Bow
Triumph Over Weirdness
Bizarre enemies don’t seem so daunting after you’ve out-drawn them.
EDGE
EDGE
Get an automatic Advance on your next Stealth test, gaining a Push and discarding this card.
These Shoes Don’t Squeak
EDGE
Spend for an extra die on any Challenge occurring at your present location.
Situational Advantage
EDGE
EDGE
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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.
Whew
EDGE
Spend for an extra die on any General/ Physical test.
Well-Rested
EDGE
EDGE
EDGE