TEXT:  
  Psychedelica
  Black Magic Mushrooms On The Black Market
  by August Rider
  Here are some new, weird, wondrous, and psychedelic drugs from a time-travel pill to a drug that
  allows one to encounter both their greatest fantasy and worst fear.
  These concepts were originally created with the setting of Al Amarja in mind from the Over the 
  Edge RPG. These are also quite suitable for High Weirdness, GURPS Cabal, Horror, and 
  Warehouse 23 (adventures might involve the discovery or retrieval of the drugs), Black Ops, 
  Illuminati, or anything with a surreal edge and otherworldly flair.
  But First, Who's Responsible For This Madness?
  Why, the Man in the Purple Hat, of course. Since these items don't come out of a vacuum
  (though they may cause one) lets see who's pushing. Most of these drugs were designed with a
  person or market in mind; some of them most devious. Others were designed for the sheer
  purpose of putting money in the dealer's pocket (or pocket universe). And yet others are cryptic,
  delightful, experimental or part of some larger conspiracy.
  The drug king, the czar, the rock-n-roll star, the man who all the heavies deal with is the one and
  only Spider Prince, so called because his web extends everywhere across the globe. He is the
  go-to man for celebrities and movers and shakers. The prince is the Willy Wonka of the drug
  trade (one part Willy, one part Rob Zombie, and one part Dracula Gary-Oldman style). As an
  offshoot to his booming drug business he operates an inter-dimensional slave trade. He
  specializes in offering those skilled and talented in the erotic arts. He is one of the most famous
  and infamous people on the island. He has connections across the world from mystics and
  musicians to occult figures and drug lords and everything in between. The prince has cornered
  the market on both mundane and magical drugs; a true monopoly.
  The Psychotropics
  Here's the dope on the goods. Aside from the more mundane merchandise and well known
  conventional drugs the Spider Prince also offers these paradoxical, dangerous, twisted, magical
  and mystical goodies.
  (As a warning, these are powerful drugs and could alter your campaign, characters and setting
  and cause untold hours of fun and chaos. Use with care.)
  Two Tone
  
  This is a large red and blue capsule with "TT" inscribed on it. It is said that few men will realize
  their greatest fears or their greatest fantasies. Two Tone will see to it that this is not so for the
  one who gulps down this horsepill. The effects of Two Tone are not immediately notable but
  they creep up on the one who ingests this strange drug. The user will be filled with a sense of
  place in the universe and feel he is inevitably being pulled towards the omega point of his
  destiny. All paths converge to this point.
  By way of synchronicities both the greatest fear and ultimate fantasy of the character will be
  realized on this fateful night. The red represents one aspect; the blue the other. It is never known
  which will happen first nor can one just take half the pill and hope to experience only the
  fantasy. Like all capsules its filled with uniform small beads so there is no way of separating
  them or taking one half (not to say it hasn't been tried). The fantasy and fear come together; that's
  the reality, and that's the price. Which one happens first is up to the GM. There is a chance that
  the character may not survive his worst fear, or for that matter his ultimate fantasy. See the black
  magic mushrooms below for a way to contact those recently departed souls. As an example, a
  character may meet the woman of his dreams only to find later in the evening that she is in the
  arms of another; another character may find himself blasting down the highway on an ultra-tech
  sport bike at nearly 200 miles an hour and later end up in a confined space (claustrophobia)
  crawling with hairy spiders (arachnophobia). Note: although the characters may have phobias
  these may not be their greatest fears.
  Duration: Lasts until both fear and fantasy has been realized.
  Notable Characteristics: Tastes bittersweet, mixed with mild hallucinogenic.
  Side Effects: Motivates the character to live life. After about three uses the drug is ineffective.
  White Maiden (Moon Lady)
  This comes in white capsule form. A blue rectangle is visible on the capsules. Under
  magnification this rectangle shows itself to be an image of the High Priestess (Rider-Waite) tarot
  card. This gives one a psychedelic trip akin to LSD or mushrooms. Here's the kicker: Everyone
  who ingests white maiden sees the white maiden at some point during their trip. She may impart
  a secret or answer a conundrum that has troubled the seeker for some time. Others report erotic
  encounters and yet others have stated that the maiden led them to a place or a source of
  information. Sometimes she leaves the tripper with cryptic information. She is always seen as a
  pale young beautiful lady in sheer white flowing robes that shimmer in the moonlight and ruffle
  in a gentle breeze. This drug has no effect if taken in the day. It is most efficacious at the waxing
  full moon. Plot hooks, cryptic messages, red herrings, and McGuffins abound.
  Duration: Lasts from dusk till dawn.
  Notable Characteristics: Has the scent of lavender and tastes like flowers, mixed with LSD.
  Side Effects: Character is in a dreamy state after meeting the White Maiden. This is highly
  addictive and the character will want to finish the quest above all else.
  Fortune Cookie
  These are actual fortune cookies with the fortune inside. Cracking open the cookie or seeing the
  fortune nulls the magic effect of the cookie. These are customarily taken with green tea. One
  simply eats the cookie with paper fortune and all . . . down the hatch. The fortune inside then
  manifests for the character. For gaming purposes simply have a bowl of fortune cookies. The
  GM breaks it open and works the fortune into the evening's adventure.
  
  Duration: Lasts until fortune is fulfilled.
  Notable Characteristics: It's just like a regular fortune but glows with a magical aura for those
  who can detect such things.
  Side Effects: Characters become hungry shortly after eating it.
  Phantom Loop
  Also known as Digital Bath, this pill is a minute version (somewhat smaller than a marble) of the
  plasma balls one finds in the gift shops of malls across America. It reacts to the touch just like a 
  regular sized plasma ball does. The first stage of this drug causes the consumer to become 
  surrounded by a field of static electricity. In the second stage Phantom Loop causes any
  electrical equipment nearby the character to spike, glitch, or blackout. In the third and final stage
  one becomes a conductor or random capacitor in a circuit of unknown origin. The circuit is
  arbitrary and will form on a whim; it could be between two buildings, power generators or just
  link into the electrical energy in the Earth's atmosphere. This causes the character to store and
  discharge electricity with rather dangerous and deadly consequences. The dispersion is random
  and the character has no control over the discharge. The discharge itself is equivalent to a
  high-level lightning strike or chain lightning. Before a discharge the environment takes on a
  strange calm and more observant characters will notice the impending smell of ozone. The
  character taking Phantom Loop suffers no ill effects at all from the electrical antics that ensue
  but may become downright deadly to those nearby; appropriate damage rolls apply.
  Duration: Lasts seven hours.
  Notable Characteristics: Makes character's hair stand on end.
  Side Effects: Repeated uses have shown that people taking Phantom Loop become poor
  conductors of electricity when not on the drug. Batteries on mobile phones and other devices
  drain in seconds and defibrillators have shown not to work on recurring users. Long after the
  duration of the pill has passed the character may find random and spontaneous jumps, spikes and
  blackouts occurring around him.
  Karma' Suit Ya
  Also known as just Karma, Moksha, or Kali's Embrace, this comes in two types: Instant Karma
  and Past Life Karma. Both come in the shape of voluptuous idols like those seen in Hindu and
  Tantric temples. They have the size and definition of a children's vitamin. The Instant Karma is
  pink and the Past Life Karma is green. They are chewable and bittersweet. Both are mixed with
  LSD.
  Instant Karma: This is exactly what is seems. Any behavior is mimicked almost immediately.
  Cut someone off in traffic and you are cut off. Give a compliment and one is returned. Attitudes
  will also be mirrored. Come to the table with a bad attitude and the character will soon see
  another mirroring that attitude. This is often crumbled and slipped into coffee of unlikable bosses
  and supervisors.
  Past Life Karma: This version allows you to see what you were in past lives. It also puts one in
  touch with one's past life incarnations and allows one to communicate with one the former
  selves. Peak experiences sometimes allow one to know what must be done to break the cycle of
  reincarnation and be free from the cycle of death and rebirth. It also points the way to Agartha
  for nephilim characters. Though the path may be revealed this by no means makes it any easier
  to reach the lofty goals of transcendence.
  
  After a trip on Karma the characters may come to know what rewards they are reaping from past
  actions and what sentences they are suffering from past infractions. Ingesters of this mysterious
  drug may also see prevalent patterns repeated during past lives, such as realizing that one has
  always been a warrior. For growth the character/soul must move on to other archetypes such as a
  healer, magician or sage. They may see places of power for them or persons, places, or items that
  are harmful to them and that should be avoided. For example: Ireland is a place of power for
  you, wearing the color blue enhances your charisma (+1), and stay away from sharp objects on
  Saturday. Ideal for Nephilim character crossovers.
  Duration: About six hours.
  Notable Qualities: Mixed with LSD.
  Side Effects: Karma is conducive to mysticism. NPCs may join a cult (one in 10 chance).
  Timekiller
  This is a white capsule with a gold band around the middle. Upon closer inspection the band
  reveals hieroglyphics. Upon ingestion this capsule will send one back in time. If users hold
  hands and ingest the capsules at the same time they will go back to the same time and place.
  Timekiller has a way of sending one back to a time and place that is pertinent to the character.
  One may be transported back to their childhood, a favorite event in history or witness one of
  their ancestors or heroes in action. People have reported being dropped right in the middle of a
  war.
  Oh, and some people taking Timekiller have never been seen again. Can characters interact with
  the people from the past? Yes. Does this effect now? That is up to the GM. Thoughts of Homer
  Simpson squashing a bug come to mind. See GURPS Infinite Worlds and Time Travel for more.
  Duration: Lasts for a 24 hour cycle from the time of blipping back to the time of returning.
  Notable Characteristics: Tastes like bananas.
  Side Effects: Aging or regressing several years or decades in an instant, causing clocks to jump
  ahead, stop, or roll back hours in an instant, plants may grow more rapidly than usual. Time
  warps causing everything to move around as if time were in fast motion. Time warps causing
  everything to move around you as if time were in slow motion. Oh, there is one other drawback
  to Timekiller; it always sends you back in time stark naked . . .
  Tongue-N-Cheek
  Drank as a fizzy cobalt blue seltzer Tongue-N-Cheek causes the imbiber to have their own
  background music. The music emanates from the character and ranges from cool to comedic
  (GM's prerogative). Entrances and exits are especially grand and mirror the actions of the
  character. Tunes range from television theme songs to operatic arias. Many report Carl Orf's
  Carmina Bruana cuing in to accentuate the emotional charge of the situation.
  Duration: Eight hours.
  Notable Characteristics: Comes only in blueberry flavor at this time.
  Side Effects: Often causes one to hear colors and see the colors of sounds, music often interferes
  with normal conversation, cymbals, and symphonies wake one in the middle of sound sleep or
  interrupt normal conversation, inability to change the tone or modulation of voice (Will Ferrel's
  Jacob Silge has this disease.)
  Side Note: Not prescribed for agents, rogues or thieves or anyone doing any sneaking around.
  
  Jupiter's Gift (Drops of Jupiter)
  This expensive purple liquid can be dropped into the eyes or under the tongue. It gives one luck
  for a short term. Luck ranges from just-lucky to amazing and worthy-of-a-story. Longtime use is
  detrimental and can actually cause the reverse, not to mention a range of side effects. Repeat
  users often place bets after ingesting or head to the local casinos. One drawback is that Jupiter's
  Gift is this it is incredibly expensive and one may need a gracious amount of luck just to procure
  it. One drop can range from several thousand dollars and on up, and that's the lowest seekers will
  find it. Prices on Al Amarja are high and only the jet-setters are the only ones who can usually
  afford it.
  Duration: Lasts about eight hours.
  Notable Characteristics: Grape flavored.
  Side Effects: A Pollyanna approach to life with people often giving valuables away claiming
  that more will come. Repeat users also often overestimate the amount of luck they may have on a
  given evening making insane bets and taking risks with their life savings, or even worse, the
  savings of their friends or family or both. Jupiter's Gift is highly addictive. Spontaneous
  combustion, makes one prone to lightning strikes, random morphing into a duck, poor
  concentration. More than three uses has proven to cause a permanent phobia. After losing his
  fortune on baccarat, Herbet Milquetoast developed Bacillophobia (fear of microbes and bacteria)
  and died of a heart attack on the spot when his friend, who was trying to console him, sneezed.
  One of these side effects has a one in six chance of happening per dosage.
  Daredevil's Delight
  This is a derivative of Jupiter's Gift. It comes in a chewable tablet in the form of a bullet. On Al
  Amarja it is usually taken in "moloko" form -- that is, dropped in a glass of milk. Delight gives
  the imbiber luck only when performing physical stunts such as jumping motorcycles over cars or
  jumping from the rooftops of tall buildings. This is good for heroics in the Hardboiled vein. Take
  a hit and burst through the front door with both guns blazing Chow Yun Fat style and survive.
  Duration: Four hours.
  Notable Characteristics: Tastes of peppermint and chocolate, contains cocaine.
  Side Effects: Cockiness, overconfidence, irritability, impatience and over-reliance on one's
  physicality. ("We don't need any stinking key. Just kick it down.") For some reason this makes
  one into a cop magnet. There will always be law enforcement nearby in public and even the most
  minor infraction will draw their attention such as going a few miles over the posted speed limit.
  Side Note: This does not make one invulnerable to injuries should they happen.
  Witch's Brew
  This is drunk in the form of a flaming cocktail. For those not already magically inclined it allows
  the imbiber to see into the magic goings-on and the spirit world that overlays the mundane world
  with the added kick of LSD. Fright and horror checks are applicable. This is particularly popular
  during Beltane, Walpurgsnacht, and Halloween. This is often used on potential cult members and
  acolytes.
  Duration: Lasts from dusk till dawn.
  Notable Characteristics: Cinnamon aftertaste, mixed with LSD.
  
  Side Effects: No known side effects are noted other than a mild hangover.
  Garden of Eden (Serpent's Kiss, Starbright)
  This purple tablet comes in the shape of an hourglass so it is easily snapped in half. A
  provocative choice among adventurous lovers, Eden allows lover's to inhabit each other's bodies
  for a time so they may explore and get to know each other through the other so to speak. If a
  daring, bold or stupid character can trick an unwilling suspect into taking the other half they will
  inhabit the chosen target's body.
  Plot Hooks: A dying character makes a last ditch effort to live by switching bodies. Help, a
  suicidal man is in my body. Hey . . . where'd my body go? Can I use your body for a little while?
  Switching bodies to avoid assassination.
  Duration: Six to eight hours.
  Notable Characteristics: Forbidden fruit flavored (apple), mixed with ecstasy (MDMA).
  Side Effects: Sometimes "sticks" meaning a couple may not be able to switch back for days.
  There was a bad batch going around that would not allow the users to return to their rightful
  mortal coils. That's been rectified or so it's said.
  Chaos
  This comes in a charcoal gray or black tablet in the shape of the chaos symbol. Ingestion is
  forbidden at the mansion and buyers are escorted off the property before the merchandise is
  handed over. Chaos creates a sphere of . . . well, chaos around the swallower of this strange 
  drug. Walk across the street and a collision ensues. Happen into a restaurant and waiters collide
  amidst the sound of breaking glass. Yes, folks, it literally creates chaos.
  A little known and highly coveted secret is that those who ingest Chaos suffer no ill effects from
  the environment and could walk unscathed through a war-zone. If you are heading into the
  villain's secret underground layer this may be the drug of choice along with Daredevil's Delight;
  as for the side effects that's a different story.
  Duration: Lasts exactly 66 minutes and six seconds, every time.
  Notable Characteristics: Licorice flavored, mixed with downers.
  Side Effects: Spontaneous combustion, random "blipping" (teleporting both short and long
  distances), bisociation, multiple personalities, becoming ectoplasmic (also ethereal or
  insubstantial), sexual maladies, phobias (for some reason high rates of coulrophobia (fear of
  clowns) have been reported). Other less frequent side effects include personality inversion
  (becoming an introvert if one is an extrovert), being the catalyst for bizarre storms that rain not
  water but frogs, ducks, snakes or children's toys. Turning into a frog is not uncommon with
  extended use (one in six chance for three uses, each time after that the chance goes up one) of
  Chaos. The only known cure for polymorphing into a frog is a kiss from a fair maiden (residents
  of Al Amarja have noted that blonde haired exotic entertainers will do the trick in a pinch). Some
  Hoodoo, Voodoo, Lukimi (Santeria) practitioners, and Bruja on the island are known to sell an
  antidote that will counter some of these side effects.
  Fuzzy White Spider
  Yes, this is actually a fuzzy crawling white spider. One simply has to eat it live. A roll against
  
  one's willpower (or similar ability) is necessary for those of a queasy constitution. Ingesting the
  spider allows one "to see by the light of the moon." This allows one to see the fae folk and any
  otherworldy entities, structures, gates or hidden things such as hidden passages, werewolf tracks
  and haunting sights by the light of the moon. It also gives one the ability to see any magical
  writings, runes, glyphs, wards or wizardmarks not seen by the unmagical eye. The drug has no
  effect in broad daylight. The spider is, of course, soaked in a special type of LSD that allows the
  creature to stay alive.
  Duration: From dusk till dawn.
  Notable Characteristics: Some claim they taste like white chocolate.
  Side Effects: Ingesting the spider caused one to become a weirdness magnet. The ingester will
  be harassed by Unseelie or have an encounter with a werewolf at the very least.
  Anodyne
  Anodyne comes in unique and antique bottles of all different shapes and sizes. These bottled
  spirits are bottled spirits mixed with . . . spirits. Upon drinking Anodyne one will be possessed
  by an -- hopefully -- uplifting spirit.
  However, this is not always the case, and entities more demonic have been known to inhabit the
  Anodyne bottles seeking to escape. These are entities imprisoned who seek a way into our world
  such as Djinn or the classic genic in a bottle. Sometimes the spirit of a person from the past is
  contained.
  Duration: Depends on how much one drinks but usually an evening.
  Notable Characteristics: Tastes like whatever liquor, whiskey or cordial it is mixed with.
  Side Effects: Hangover, demonic possession or both.
  Witch's Milk
  A glass of milk supposedly weaned from the teat of a witch. Drinking this makes one impervious
  to any motifs of harmful sensation for nine days. That is, it will protect one from all forms of the
  Evil Eye.
  Duration: Nine days.
  Notable Characteristics: Tastes like milk.
  Side Effects: Upon drinking Witch's Milk one will develop an unhealthy obsession for witches
  (major disadvantage) and seek them out wherever and whenever they can be found. As the effect
  manifests characters find themselves sitting through hours of Bewitched or Charmed episodes 
  and not knowing why. This ends a tireless quest to find a real life witch. If the obsessed character
  meets an NPC witch who is an unwilling partner nasty spells or law enforcement could become
  involved.
  There is also a 75% chance per glass of becoming a white werewolf. With the second glass its a
  lead-pipe cinch the character will become a werewolf. The werewolf suffers from the same
  obsession and will sniff out witches in the area. The ability to detect witches in a twenty mile
  radius is an advantage gained upon becoming a werewolf.
  This form of lycanthropy is considered a curse that can be dispelled by a high level witch or
  magic user, or can be dispelled by completing a quest or fulfilling a geas by one who has the
  
  means to remove the curse.
  This probably explains the murders of three witches (Sisters of Cybelle) over the last few weeks.
  Some witnesses have identified what appears to be a white werewolf near the scene of the crime.
  Campaign Note: Witch's Milk is tied up in a war between two rival covens. The coven of
  Ravenlock is responsible for the creation and distribution of Witch's Milk. It is by this means
  that they seek to create werewolf slave-soldiers and eliminate the rival coven. The rival coven,
  the Sisters of Cybelle, are known for their mastery over the evil eye thus the protection the milk
  gives. The coven of Ravenlock all wear blackstone amulets that nullify the obsession.
  Nine Lives
  This is made from a black cat's eye (or so its said) and looks and feels like an eyeball when
  swallowed. This strange drug gives the imbiber nine lives.
  The Kicker: The PC will die for the next eight nights in a row only to be reborn again eight times
  night after night. Whether the character is mangled, burned butchered or vaporized does not
  matter. He will be resurrected in full health as as if he spent a restful nights sleep in peace upon
  the bed he last slept in (characters appear to teleport there). The character will start the next day
  with all stats normal and fully healed. Nine Lives is ideal for faking one's own death for
  insurance (if the company doesn't find out about the other seven deaths) or other reasons as well
  as feigning an assassination. Not long ago an assassin was bewildered at having to kill the same
  person eight times in a row. The death is still painful but leaves no scars. Masochists swear by it.
  Duration: Eight nights.
  Notable Characteristics: It's a cat's eye. For some that's hard to swallow.
  Side Effects: Seems to draw the attention of otherworldly entities such as angels or demons (one
  in six chance) who wish to communicate with the supposedly confused soul.
  Androdyne
  Not to be confused with Anodyne (which it has been), Androdyne causes those who drink it to
  change sex plumbing and all. There is a 1% chance that it will be permanent.
  Duration: Twenty-Four hours.
  Notable Characteristics: Anise flavor.
  Side Effects: None.
  And, Finally: Magic Mushrooms
  And last but not least . . . the mushrooms. These mushrooms can be eaten, smoked or brewed as
  a tea. They have a taste -- if you can call it that -- like dirt. The mushrooms themselves range
  from white to black. All the the mushrooms glow in the dark. The effect of the mushroom
  depends on the glow it gives off.
  There are seven types:
  Pink: Gives dreams of the '60s psychedelic kind, the type the Beatles sing about, all is fun
  and a bit mysterious like a children's show. A lot of vivid colors, traveling and lava lamps.
  
  Cobalt blue: This gives characters the ability to travel the astral plane for an hour or so. It
  also puts one at peace and is conducive to deep and beneficial meditations. In game terms
  this manifests as bonuses on skill and talent rolls. The blue mushrooms also have healing
  properties and one comes out of the trip feeling revitalized and well rested (all hit points
  healed) . . .
  Black: (Glow comparable to a backlight) for those drawn to the dark side this will give
  one necro-dreams that make for a dark and scary trip. This allows the user to speak with
  the dead if near a cemetery, crypt, burial ground, tomb or in a morgue. For initiates, some
  secret, puzzle, riddle, or spell will be posed that usually relates to necromancy or the black
  arts such as the hidden location of an arcane tome.
  Yellow: Allows one to find a familiar or totem animal even if the character is not a mystic
  or magic using type. The type of animal will give appropriate bonuses to the character; for
  example: a bear gives strength, a snake gives wisdom, elephants grant eidetic memory, an
  owl may grant night vision, and a cat may grant stealth. The bonuses and abilities apply
  for as long as the totem animal or familiar is alive. Yellow mushrooms are only good for
  one trip and taking them a second time will have no effect. Side note: Recently a full
  shipment of animals that were scheduled for the grand opening of the Al Amarja zoo were
  "liberated" by a group of eco-warrior/terrorists. For some reason officials have chosen to
  let the animals run free. Finding an animal on the island is not as difficult as one may have
  initially thought.
  Red: Fulfills dreams and fantasies of a carnal type to be fulfilled to the point of
  overindulgence. There is a one in six chance the dream may be vampiric in nature with
  either the character or someone else being a vampire. Side note: Don't be surprised if the
  vampire in the dream shows up on your doorstep for more or shows themselves at some
  point during your daily (excuse please . . . nightly) activities. Vampires on the island are
  experimenting with dream magic and this is their in. A roll of two out of six reveals that
  the vampires have found the character and are bent on recruiting him.
  Orange: This is prophetic and will reveal one possible future that the character may
  encounter. The future history will unravel before the character as if he were watching a
  movie of his own life. It may be that the party must work to help the player change his fate
  (if possible) if it is a bad one.
  Octarine: This is the most rare and expensive of the mushrooms. The glow is different to
  all who gaze upon it and is known to change the longer one watches it. It is said that this
  rarity will give the seeker exactly the type of trip he needs. This could involve a
  psychedelic trip involving all the colors above or simply expose the imbiber to one word
  or equation in glowing neon before him that answers a longtime, gnawing conundrum.
  Such cryptic messages as "Build it and they will come." are not unlikely. Many takers of
  octarine report encounters with occultists, magicians and dead rockstars from the past.
  Story Idea: The characters work for the Spider Prince. They are assigned or coerced to eradicate
  the competition. Adventures like this can give the genre a new twist especially if set in Al
  Amarja. This provides a Grand Theft Auto or Scarface feel with the added element of the occult 
  on the street level.
  So what happens if a crazy character or NPC throttles down a handful of pills and washes it
  down with one of these magical elixirs? That's where the fun of discovery and experimentation
  comes in. It may be something akin to crossing the streams in Ghostbusters.
  Article publication date: March 2, 2007
  
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