Appendix G

Appendix G
Click on Appendix G to reach the Dreaming Gynoid store

Friday, June 23, 2017

More urban blight for All Your Houses (Dagger 9)

MOAR 0 level scrubs to die for you, all shiny chrome

Cop - You are a filthy stinking pig;  roll again because that’s your undercover.  DON’T BLOW YOUR COVER - Ever seen Reservoir Dogs?
Starting - whatever your cover starts with, minus one random item, constant unending tension. Heatburn


Biker Nun - For some reason the City has a number of, sometimes competing, sometimes cooperating, but always inscrutable gangs of biker nuns.  Some are actual members (or former members) of one of the Catholic Churches; many are not.  Some come from the vinyl & leather scene;  and some honoring an ancient tradition of Perpetual Indulgence.
Starting - An electric neo chopper that needs work; jump battery with 45 minutes of go-juice; nun outfit (specifics provided by player), 1d4 items of use in religion, drugs, or sex work. Switchblade or collapsing baton (1d4 crit on 20 either way)

Gogo cage dancer - You shake your groove thang in one of the sweaty clubs of the flesh district;  
Starting - thong, chaps, 5d100 sweat-soggy chits, hat of the player's choosing, glitter, implanted thumblade (see below)

Filthy mutie - you are a registered human (or worse, animal) mutate; you probably live on a protected farm or reservation...which might just be a corp 99 story highrise with blacked out windows.  At best you are on the public dole and watch a lot of bad television in lieu of socialization.
Starting - Distinctive appearance, obvious visible tattoo or stamp, Condition chip, one minor not very useful side effect type mutational "ability."

Baby brat of influential feuding house - as Families That Matter have done since the dawn of time, they war on one another and have a bunch of kids to carry on the feud;  you are one of those child soldiers-to-be in the family business, whatever it is. Right now no one older than you gives a damn however.
Starting - large but casual wardrobe, strictly theoretical access to your family's large stockpile of guns, cars, and other valuables; the enmity of a rival house for things you had nothing to do with, a slight tendency towards drama.
Oh, and roll all the dice you have.  You probably have about that many chits on you right now. Just randomly. Shh. Don't tell anyone

E.G.I.  - By discharge or by AWOL you were recently an indentured member of the city’s Urban defense Force; better known as the EGI - the Easy Going Infantry.  
Starting - Juice Box implant, dog tags, single syllable nickname that you respond to better than your own actual name, and your personal "quality blend" of narcotics, stimulants, tranquilizers, and hallucinogens (or whatever) set to constant slow drip.
  (Likely much of your casual  conversation is limited to comparing  "mix loads" with similarly  minded people for some reason.   Peppered with meaningless phrases like OPLAN, ‘theatre of
 operations’ and ‘ JAFO’)

Ghoul - Either you were exposed as a child or managed to evade the ghoul round up of 2115; you are one of the “few” remaining carriers of the Moltz-Smeltzovich Adaptive Necrophagic Viral Parasite;  Well, that or you are just a cannibal.  Either way, protein sniffers can smell the man-meat on your breath; even with gold credit you will not be permitted to dine anywhere public in the city;  
Starting - deep freezer somewhere with a month’s worth of … rations.   1d4 complete wardrobes of random missing people, 1d4x5d12 credit chits,  Carbon fiber hacksaw.  Job in waste reclamation.


TESTED GENETIC POTENTIAL TABLES
What? Someone’s missing the Birth Augur table?  I got you covered!  Every baby is genetically tested on birth.
As these are a skosh more powerful than in normal DCC, they may not(save where noted) kick in until you level.
WHAT IS YOUR UNLOCKED GENETIC POTENTIAL
(archetypes instead of zodiac - sometimes in game these CAN change)

  1. Unnatural hair colour.  Can be whatever is desired on reaching level 1. +1 to Pers rolls involving cool hair.  Character will be noticeable.
  2. IN your blood lies the last genetic material of the CHUD.   Your complexion takes a nose dive and you might secretly like to live in filth.  You will never have health coverage or get a good job you freak.   However add your luck bonus to your con, one time only, on reaching first level.  Yes really.
  3. Pretty pretty eyes - Personality rolls
  4. Actual Mutant - character’s bodily fluids are mildly caustic; this does not do damage but they wear through their clothes much much faster than anyone should.   As  a side effect, the character also sweats profusely when warm or (worse) when humid. In the City, this is all the time.  Hydrate.  ANY luck modifier (high or low) means the character may inflict 1d5 points of damage to anyone they can trick into drinking their blood (or whatever).
  5. Primal Aggression Response - Attack rolls
  6. Twin Aptitudes of Art and Surgery - luck adds to Melee attack rolls
  7. Potential sniper -luck mods  Firearms attack rolls
  8. Skittish - luck alters AC
  9. Genetic Predisposition to Ruthlessness - Critical hit tables
  10. Hand/eye Coordination - Fumble tables
  11. Knack for Precision - Damage rolls
  12. Active Curiosity - Search rolls
  13. Product of their Environment - Attack and damage for starting weapon
  14. Coolness under fire - Initiative
  15. Will Not Die  - luck mods Hit Points
  16. Parent dodged a literal bullet - luck affects Reflex saves
  17. Toxic Environment - luck alters Fort saves  
  18. Lesion affecting cortical development - luck mods Will saves
  19. Natural Linguist - Number of languages
  20. Born track star - Speed (each one adds 5”)
  21. Altered Immune System (Healing) - luck modifies results of diced healing effects.
  22. Odd Joints - luck mods Escaping traps
  23. Of Hardy Stock - Saves v poison & drugs
  24. Knack of Cleverness - Saves v. Traps




MOAR Cybernetics for those who want a higher tech game
(that pro’lly won’t break it)
Optional - start everyone with a single one of these, at 0 or 1st level, depending on Referee Sassiness Index.
Note I didn't say super powerful. Or necessarily useful.

  1. Implanted thumblade (retractable 1d4+str tho crits on a 19-20; d4 on table III)
  2. Implanted tracker and Tracker Plus- lucky you;  you’re a revolutionary that knows things or a sex pervert...something someone thinks is just wrong. Valuable but wrong.  Someone knows where you are at all times and may know more. Optionally you may be a member of the Glasshole Guild and  fully aware of this and broadcasting your life as performance art / guerilla surveillance of everything around you.  (Why would you want this?  If you’re employed you’ll likely get a weekly stipend or such depending on the nature of your ‘performance.’)
  3. Juice Box (Implanted drug autoinjector) a small dedicated autodoc implanted in the torso; allows auto injection of onboard drug load with a thought or other designated trigger.  Character is probably HiAF all the damn time.  
  4. Head(or hand or arm; conceivably anywherE) Phone - Aside from a pleasingly interlaced / interlocking pattern of tiny metal “wires” embedded in the upper external spine (back of the neck) no one can tell you have a phone on board. At the least, capable of anything a smartphone can do now….just in your head (or wherever)..  Videos plays by brain direct interface or projecting micro holograms onto the eye itself.  Almost certainly giving yourself cancer.  Will certainly show up on detectors and scanners. (So much for them not knowing huh?)   Sometimes you get bizarre satellite communication in your sleep in a variety of foreign languages.
  5. Neo-martian Plug Worm - okay, don’t tell anyone you have this.  At some point you volunteered (or were volunteered) for Project Silkworm - millions volunteered (millions wanted to eat that winter). A permanently implanted cloned martian slugworm lodges in the character’s anus and consumes all waste material; they need never poop again.  Every week the slugworm tail (it’s exit tendil extends out of the body) can spin up to the character’s body weight in super silk fibers.  The incredible tensile strength of your secret shame can hold INSANE amounts of weight (you’ve not found just how much yet, you can hang from the ceiling though...as long as you wear no pants)   Every week, roll a d4, on a 4 the slugworm gets cranky and stops taking your shit until you feed it tequilla.  Lots and lots of tequila.   And mescaline. WARNING: Plug Worms find a compound contained in the drug Zip to be HIGHLY ADDICTIVE. Combine these at your peril.......
  6. Biofilm eye camera - a parasitic contact lens that bonds with your eyeball and allows the capture of visual images and about a terabyte of onboard storage (protein memory).  Memory can be downloaded with a protein sequencer - download will take the form of particularly epic eye boogers*.  ANYTHING your character can see can be recorded.  Storage can be single images or as ‘video’ - storing full eye quality memory images eats memory and no more than three minutes of “full sense video” (eyesight level quality) can be captured without requiring memory discharge   Illegal as fuck without the proper paperwork. You don’t necessarily have that.  Also they have a reputation for giving people bothersome allergies while in use.  
*Likely, you will have to pull it out yourself. Remember, no one wants to watch you do this.  Speakng of people, once they know you have a camera...no one will talk to you. Promise.  You Glasshole. 


and of course MOAR GENERATORS


d8 gangs found walking after midnight
(You know who they are)
  1. Inquisitors - red robed jacks and jills who are violently opposed to anything fun. Most go about armed with replica DCC melee weapons.  Unpleasant. Almost no one will come to their defense.
  2. Clowns - bikes, speed, and melee weapon laced street violence.
  3. The Jackholes - a mob of up to sixteen brawny, not too bright folk banded together to dress like firemen and beat the shit out of anyone who doesn’t look like them.  Kind of like City cockroaches in that they are EVERYWHERE.  
  4. Mutants - wanna be morlocks who disfigure themselves with razor blades and wear a very….off mock up of 1980s punk couture. Also talk funny.  They like to stick things with knives a lot. (Sons of Batman optional.  Gotham 9mm is another thing ENTIRELY)
  5. A bunch of stupid “post structuralist, nationalist neo-Objectivist  revisionists”  They’re nazis, hoping to start the Fifth Reich.  (The Fourth is so passe)  Beat their ass.  
Armed with untested baseball bats and shitty knives. Totally
collapse in a real fight.
  1. Neighborhood Watchmen - costumed fuckos here to “protect the neighborhood”  most of them are exhibitionists who use this a pretext to be nose fux.  Mostly harmless.   Not a real gang.
  2. The Boleros - a group of competition ballroom dancers (dressed like bullfighters!) who move in groups and are trained in self defence to keep folk from picking on them.  Generally middling to expert martial artists.  Will leave you alone unless you are obviously bringing the rent down locally.
  3. 1d12 random boosters looking for a little mega violence. . USe the hobgoblin stats from DCC core and assume they are armed with the largest machetes you can find.  Roll initiative.   
Ref is urged to wing or go easy on the cybernetics unless they
want a tpk.  Which is their prerogative.



d6 random witness & bystanders
  1. Slack jawed corporate drone in a stained pollencock t-shirt and chinos; in fact this is Linus the Swill, legendary computer hacker and until five minutes ago consultant for a local mob bank.  Now he is on the run with the entire outfit’s account codes with intent to drain them and run somewhere VERY far away.  Just standing next to him will probably get you shot at. A lot.
  2. Exquisitely dressed suit, very lean, unreadable poker face.  She is probably with the mob (one of them) or one of those “Special Government Contractors” that fill out kick murder squads.  In fact she’s just another wage slave, putting on her best “Do not talk to me” face so she can just get to work without your bullshit.  Unlikely in the extreme to get involved in much of anything voluntarily.  
  3. Orange Splice - Sneering bored rich kid with rodent and kangaroo gene mods.  Carres no chits as “he’s not a pleb.”  Might decide one of the characters is cool and start following them around as an act of tweenage rebellion.   Absolutely useless in a fight save as a hostage or irritating asshole you feel compelled to defend.   
  4. A modestly dressed High Priest of the local Church of Sutekh Final Redeemer.  Also an academic authority on black magic. If black (or other) magic works in your game, he might be a very good friend to have.  Quite sincere in his faith that “The Destroyer is coming and we should all look forward to it.”  Relentlessly cheerful.   Happy to help.
  5. Sierra - gender bendy  6’2” street samurai with more cybernetics than God.  Will likely resent, violently, being dragged into someone else’s bullshit.   Easily capable of taking the entire party while taking a booty call on their mastoid phone.  Will not arbitrarily take life unless the life has levels or there’s a hefty paycheck in it.  Bright bright blue hair.  Modest stim addiction.
  6. Iago Antagonist - teenage bike messenger, private courier, and pizza delivery boy. Working off a 10 year indenture to the Generalissimo of the City’s Defense force.  Might approach characters looking for people to rub his master out. If you have magic in your game, his ...hobbyist interest in ancient Sumerian may be handy


d7 worst times for a drug flashback
  1. Landing a space shuttle can’t be that hard….
  2. “And the Final key sequences is Alpha Golf Tango7...um….shit.”
  3. “What seems to be the problem officers?”
  4. While getting jumped on by a particularly irate grizzly bear who escaped their habitat to go tear shit up.
  5. “Okay so the file says your reali identity was…….Bob are you okay?”
  6. While undercover to infiltrate the cult.  
  7. A gun or knife fight (see below)


d6 awesome places for a gunfight
  1. The Opera
  2. The top (of course) of a hydroelectric dam
  3. Inside a moving city bus
  4. Water Parks
  5. A sinking ship at sea.
  6. A drug lab


d7 awesome places for a knife fight
  1. The loo
  2. A sex toy shoppe
  3. Inside a moving car
  4. Inside an automated assembly factory (just picture the last five minutes of the Terminator and you’re good) - such factories can be assembling ANYTHING desired - toy guns, cybernetic implants, hoverboards, robotic back hoes, ground effect vehicles, whatever.
  5. On the docks during a hurricane
  6. Underwater inside a water reclamation tank
  7. Micronized and injected into a corp exec’s brain stem


D14 reasons why the Heist went bad
  1. Is one of you playing a cop? No, really.  Check.
  2. “Left for Now.”
  3. Sold out - someone, likely someone central to planning the job, set you up or sold you out. Either way, when you got the place, both Johnny and Joan Q. Law are there...laying in wait.
  4. McGuffin Tease - the goal of your heist is not there.  The rest of the heist may run smoothly but the goal, the target is simply Not Where IT IS Supposed to Be.
  5. One of you has been implanted with a chip that records all you see and do; the hacker responsible contacts you the day after the heist with intent to blackmail your party. Find them.
  6. Mob - The person who gave you the job or the information owned a tremendous amount of dosh and credit to someone with “the” as a middle name.   They may attempt to interfere with or prevent the heist...or arrange to aid the characters in exchange for a cut.  Which mob?
  7. Another heist - Someone else is there for the same thing you are.  Possibly another group of the same size with roughly the same or somewhat better capabilities.
  8. There is a stage 2 e-viral alert ten minutes into the job. All of your phones, and other wearable / implantable communications technology began ringing at top volume simultaneously. Could make it difficult to sneak around.  Will not be silenced or muted short of removing the device battery.  Persists for ten minutes.  Note that this will affect EVERYONE not just the PCs
  9. During the job, UN declares a twenty block radius to be under Human Environmental Containment - a stage two biohazard cordon is set up around the area where the job takes place.   Getting out of the area may be difficult, moreso as shooting your way out will put you on every digital screen from Kinshasa to Lunar One.   At least for a few days.  Also why is the UN there? Are they covering up a corp weapons or drug test?   Possibly they also want the Mcguffin.
  10. The Empire Never Ended - one of your team mates has “a moment.”  Referee selects the player. The player names who is affected.   The affected believes that they have been struck by an information dense, bright pink alien communications laser from some mysterious satellite.    After an ayahuasca-like religious experience that seems to go on for d12 hours (actually 1d5 rounds) the character will be compelled to explore their new religious truth.   No matter what the new religious conviction shall be as unshakable as it will be….unique.   The new convert is likely going to not shut up about their newly derived universal truths.   Should the team survive the complication, player should be encouraged  to develop their new wacky religious belief - the nuttier the better.  
  11. Someone, chosen at random, shouldn’t have eaten those noodles.  With a burble of tummy noise and drama, character doubles over to puke and starts firing out of both ends.   This may make things…..difficult.  Body will attempt to purge itself of basically everything for the next four to six hours.  Do not bitch when the player asks you why you hate their character.
  12. A key to time - The Mcguffin isn’t.  Once acquired, the Mcguffin stands revealed as actually something WHOLLY different from what they thought it was (this could be simple misinformation or it could be a thing that actually changes its shape).  Likely whomever stashed it here knows precisely what it really is...and is going to be unhappy with you.   Bonus points for making the true nature of the Mcguffin the ‘unfound quest object from that other game you are running.’
  13. MUCH Better than Life - There was no heist.   In 1d6 hours (game time or real) the drug trip will end and everyone will find themselves in one character’s living domicile or arrangements, with all the signs that the party has been hanging out doing designer drugs for the weekend.   On the plus side, no one is dead or shot or bleeding out.  On the downside, none of the money, loot, or XP are real either.  Life is hard.
  14. Red Pill - As above but the characters are awake only briefly, as they are disconnected from their legally mandated Two Day Holiday Sim and are now going back into CryoMax Super Prison for another 99 years REF NOTE: If you are  running this game and you go all the way with this, I hope you are not playing in meatspace because otherwise, when the players are done with you your body will never be found.

Good Clean Fun for Dagger 9mm

Drugs

What would a street level cyberpunk game be without a bullshit list of made-up drugs?  
Note:  Save where specified, all drug effects are completely cumulative.  

All of these (save poss. Ophelia, though any tech with a sample could rig that up in minutes) can be loaded into a Needle gun.  And will be.  After being shot by corporate security  with six micro-flechettes tipped with Blab, you’ll likely be wishing they’d just put a bullet in you.  


Blab - when you absolutely positively cannot afford a real truth drug.  The Repopulation Zones have dispensers on the corner that gives these out for 5 chits.   Ten minutes after this hits your system you simply  WILL NOT SHUT UP.  You will just carry on, babbling incessantly about whatever comes to mind for the next six hours.  Also you will sweat and you will probably get the runs afterward.  A truth drug only in that someone with half a clue can probably lead the conversation where they need it to go.  Will saves are at -2 for the user over the duration and everyone around them will want to shiv ou.

Cognition - small blue capsules, swallowed intact.  Takes effect in ten minutes.  
Each hit of Cognition increases your Intelligence score by one.  There is a 1 in 20 chance this is permanent.  If permanent, int gain will continue at the rate of one point (permanently) a month until the character’s intelligence reaches 19. Then they’ll see the pretty pretty yellow and blue lights and ever after spend the rest of their days, drooling and pissing themselves

Fuzz - a nasty little cocktail, it came about during one of those central american conflicts of the 21st century.  Ingested capsule holds the contents separate and stable, the mix occurs internally.  So called because of the marked swagger and brutality that users experience about ten minutes later. Also because it pretty much turns you into a ‘dick with a badge’ for some two hours.
Fuzz users feel powerful and stick to tried and true behavior models.   Users sense of self is also distorted so their movements will be greatly exaggerated.  
Take an additional 2d6 hp, and a plus one bonus to your AC due to simple insensitivity.  The ref is entirely valid in making you Will save to avoid random bouts of dicksihness to people and inappropirate outbursts of violence.

Helidol-9  aka DrugAThug sold commercially in one offs (slap patches and needler rounds, each 50 chits a pop, must be a citizen)  or in “industrial grade” - this was made by Denmark Pharmaceuticals as a riot control agent for the UN.  While the gas form never cleared trials, a single needler load of this ends your evening real quick.
Effects take on minute to begin.  Helidol-9-9 is a multispectrum tranquilizer that medicates the body into a sleep like state, and dulls the mind so that formulating complex ideas (like escape, or fighting back, or resisting whatever is done to you for any reason) is basically impossible.  
As it is pretty much the “Game ending instant capture” of drugs* in setting it is ridiculously expensive and Denmark Pharm. Sits on a massive stockpile of the stuff.
If there is a neutralizer agent, Denmark is keeping it to themselves.

*Referees are advised to know what they are doing and not be a giant dick about this.  Don’t come crying to me when no one will play in your game any more you monster.

Heisenburg - For decades a necessary part of any interrogators kit’s’  Heisenberg works well in combination with other drugs (esp truth drugs) and often is used thus. Users experience palpable waves of doubt and uncertainty for 1d4+3 hours.   Has been known to induce heart attack in those with anxiety disorders.  
Overdoses quite infamously trigger psychosis and death.   
A 1 for 3 ratio combination of Heisenberg and Blab by a a Medtech (or other skilled person) will make the user Your Actual Best Friend for the next few days as regards trust and friendship…... after which they will begin to brain bleed. This cocktail is a common tactic of intelligence operatives in the City.
Untreated, the brain bleed will be fatal in d3 days.  Fun.

Jump or Jump Up - once billed as the ultimate solution to social anxiety; Jump makes you the life of the party, your brain hums and and your nerves burn cool. So long as they feel the burning tension behind their eyeballs, users will be functionally fearless for the next d12 hours.  During that time the brain is chemically altered so that feels of anxiety, fear, or terror are simply impossible.  Confidence flows like wine.
Save v. will on the come down though.  Your veins feel like they are made of breaking strands of glass, your chest is pounding and if you fail the roll, 2d24 hours of the worst night of your life is about to begin.  (See: the Long Dark Night Of Londo Mollari, or the last thirty minutes of All that Jazz….or fuck it and just watch Pink Floyd’s the Wall. Go from there. )
Any cocktail of jump up and heisenberg will  on a successful (Fort save DIF  20 leave you purging your system from all orifices immediately for 24 hours.   
A failure leads to stroke and cardiac arrest in minutes.  

Nyborg, Plutonian - despite only a tiny sample of the stanky pinkish goo being brought back by the Chinese Metal Pig probe of 2109 almost 85% of the raw substance mass was on the streets before the sample had even touched down for analysis.  
And they say corruption isn’t rampant in the Chinese Orbitals.   
A small dusterplus 9 unit (75 chits at any corner Duty Free kiosk) is sufficient to process the raw material into a powdery candy like material that can be snorted or smoked.   
Direct injection of nyborg is known to be lethal.  \
Now believed to be the literal gooey remains of some extinct precursor species scraped off a cave wall on Nyx, it is believed an entire valley of this stuff exists in frozen crystalline form on the southern pole of Pluto proper.  
Should anyone manage to bring even a tenth of that back…….

Odeus Hungerous - appetite stimulant;  discontinued as non-lethal crowd force control gas when rioting students in Buenos Aires spontaneously began engaging in random acts of cannibalism and oral sex.
Still available on the civvy market though. Like mace!  Mostly used by juves to prank one another...until one tries to eat the other.
Urges can be resisted for up to four hours on a successful Will save (DC 15)  Failure throws social convention and possibly lives, out the window.

Ophelia Ballers -  a nasty nasty street drug. The bath salts of 2117.   Bat guano, baking powder, rat poison, many are the legendary and rumored ingredients.  The active ingredient is actually something called Compound 2112, which Denmark Pharmaceuticals holds a 75 year secret patent on.  Compound 2112, known internally as Guildenstern, was developed to ‘release inhibitions.’  In attempting to make either the perfect weapon of non violent conquest or the ultimate party drug, they made a horribad thing that draws out ALL of the character’s repressed urges and desires.  
Trip lasts 12 + 1d12 hours that wander from giggling silliness to mind gaping horrors.   Just do fistfuls of angel dust, it’s better for you.
At peak (after only an hour or so)  just add two to all of your physicals, take two off your intelligence, and four off your Pers and give in to whatever the fuck comes to mind until someone hits you with 44 doses of DrugAThug.  Otherwise you are an invincible, unstoppable, freakazoid monster with no guilt or accountability.  Also featuring dangerous random personality shifts (alignment becomes firmly chaotic for the duration, no matter what.)  
Street rumor suggests that Denmark maintains a capture squad to clean up the worst excesses this drug can unleash. What happens to those captured is unknown.

Philosopher - bizarre experimental drug never put into full production; Rumor on the street has artificially increased demand to unprecedented levels however.  Hard to find because no one knows how (Call the lab that makes it. They’ll sell it to you, a hit for 250 chits)  It’s not even illegal
Philosopher takes up to ten hours to take effect during which time sleep is impossible   At some point during that period (roll a d10 already) their very very very specific trip begins.
No one outside of the small private lab that makes the stuff has the slightest idea how it works or how it was made.  When the trip begins roll a d6.
1 - 2   Albert Einstein appears within five feet of you in a flash of harmless blue radiation.  The first time, he will engage the character in a discussion of how the character has an identical twin on their way to Altair. Sometime into the story, Einstein will claim to be the God of Special Relativity and, darkly, threaten to smite their twin, wondering out loud if this would kill the character as well?  Otherwise can be engaged with as though actual Einstein were actually present.   
Side effects - for a week thereafter the user will see random lights shift in colour one shade towards red.
Optional high weirdness - if the character trips alone with Einstein they may find that, a much longer amount of time has passed in the outside world than they experienced.   
3 Roger Bacon would like a word with you about the optics in the laser you carry, or your artificial eye, or the prism that he just pulled out of  your guts.  Bacon will alternate between high medieval scholarly lecturer in advanced light physics …. And interrogating the character about magic and the new age.  
Optionally he may attempt to instruct the character in the binding of spirits and other basic necromantic and alchemical arts.  Whether they work in the game world is another matter.
4. James Joyce, already incomprehensibly drunk, insists that you are going to the public house with him RIGHT CUCKING NOW.  IF you go along with your hallucination, you will meet Walt Whitman and Oscar WIlde while out drinking.  50% Wilde may take a liking to you.  
5. HAIL Carl Sagan LORD OF SPACE, the Seeker and the Way  High Lord Carl of Sagan beams down from the mothership, on assignment from the Science City.   Berates character for their indulgence in superstition and violence - though if they behave he may offer his Secret Sagan Stash with them. (Game effect - Character wins.  Wins what?  The Game of Life.  worth lots of experience points...but not transferable to the real world of course.)
Very likely side effects - post trip the character reacts as though they have had a religious and spiritual awakening.  Likely to join (or in the absence of a local branch, found) a variation of the Church of Carl Sagan Everlasting.   
6. At last the walls of the labyrinth fall away and your quest is complete.  But behold!  On the chamber’s far side two other figures appear. No! It cannot be!  Some of the greatest minds from the dawn of magick now stand here, before you.  Merlin Ambrosius and Aleister Crowley.
From above a booming voice commands - Only One Shall Pass - SPELL DUEL!
Immediately, he three of you share a sheet of high power blotter acid beforehand as the battle will take place in the highest reaches of the astral planes…..
(Mechanics:  Really?  Welcome to the potentially endless feedback loop that is Philosopher.  Roll Percentile dice again and know that that thinker will aid, or fight, the character as well, in addition to the other two.   At the very least you are likely going to just keep tripping until you work through all the results on this table and then some.  Don’t make any plans.  Alternatively you may have just had a psychotic break.  Don’t worry, the Copr has Drugs for That.)    

Pop Culture no. 9 - another designer drug; street lore says it opens the brain’s neural pathways to allow “mass experience” - hard fact identifies it as Lot 47 from NASA’s Deep Cryogenic Activity experiments with astral projection in the 2050s (shame about that info pollen accident)..  No one really knows but particularly astute City chemists might be savvy enough to tell you it’s probably   
Users experience bizarre hallucinations where the media they consume seems to directly interface with as though it is a part of the user's real world.   
Further, multiple users from the same batch that dose together are known to share hallucinations, and sometimes thoughts, with one another.   Some users also experience a disturbing…loss of inhibitions but this is relatively rare (1 in 6, 2 om 6 if the character has a history of amphetamine use)
Some groups have been known to intentionally do especially large batches of this together and then attempt social activities. Pub crawls Fan conventions (Cosplay will MESS YOU UP!!!) ,Carnival, a baptism, a film festival, )
1 in 12 chance per use that the character will continue to experience pop culture based hallucinations (Cerebral drippings from the Noosphere!) for the next d10 weeks, often obscure ones that the character has no direct experience of (
Rumors that use makes the user susceptible to media propaganda campaigns and subliminal control messages are probably bullshit right?  Nah you’ll be fine. Your dealer said so.

ZIP - is your basic high end stim.  Relatively easily available as the manufacturing corp’s offices and manufactory are in City limits.   Very pure amphetamine, with a load of nanobots to provide additional cortical stimulation and to offset somewhat the effects of the stimulant on the body. “Very clean burning.”  Many criminal professional are frequent Zip users for the edge it gives them with minimal side effects.
Obviously this probably causes cancer. More importantly, after around 100 hours of use, most users begin to experience a gradual but non-critical loss of bladder and bowel control.   Former users for this reason often call the drug Prolapse.


THERE IS NO GREEN RADIATION FROM SPACE
THE ECONOMY IS FINE
The Revolution is over
RECYCLE YOUR DOG OR CAT WHEN YOU ARE DONE WITH THEM
Take your meds
GRACIAS,
MANAGEMENT