I came up with some rules for BTLs that give bonuses. These are mostly crazy ideas without much thought behind them. I tried to go for some kind of balance, but much of the time it's up to the GM to play up the addiction if players get out of hand. Long term use will cause strong side-effects.
Some of these would play out best as moodchips, with a couple of hours of the opposite emotion after running the program, while others are definitely reality amplifiers. A couple of the programs are a bit out there, testing the limits of what you can believably do with chips.
BTLs are dangerous, kids, so don't do these at home.
New beetles:Cool White: +2 Willpower to resist intimidation, interrogation and judge intentions tests. Little or no emotional responses. Automatic success on composure tests. Some people might not like the sociopath, if they notice the effects. Possible after-use side-effects include nervousness and shakes.
Blue Passion: You feel like the star of a love movie. +2 Seduction tests. Can help or hinder other Charisma-linked tests at game master's discretion. (Maybe that fat Troll flirting with Lone Star is not helping you get out of trouble)
Red Meanie: Hulk smash! +2 Intimidation tests. Needs to make a Composure (2) Test not to get physical if aggravated.
Sunny Yellow: User stays joyful. No matter what. That puppy dying in the corner? Happiest thing I ever saw.
Sporty: Your body is totally coordinated and you feel like you could run for miles. +2 Athletics tests. At game masters discretion, -1 to all appropriate tests for 10x1D6 minutes when the effect wears off if the body was overtaxed.
Fireplace: Gives a warm fuzzy feeling, while making your muscles shiver and give out heat. +1 Survival against cold.
Ice Cube: Makes you feel comfortably cool while sweating a lot. +1 Survival against hot. Makes you very thirsty.
Spock: Activates the left hemisphere of the brains. +1 Logic, -2 Intuition. Unable to understand jokes
Sally: Activates the right hemisphere of the brains. +1 Intuition, -2 Logic. Heightened emotional responses.
Interest: User is filled with wonder and acts like a child, getting very interested in new things. Knowledge skills cost -1 Karma. -2 Int for the extended learning test (duration of learning) because of lack of focus.
Drunk: User gets drunk immediately; gains blood-shot eyes in under a minute, loses fine-motor control and starts to slur. Modified programs also exist where the outer appearance remains the same, without affecting mental prowess. The program can be switched off instantly, like any other reality amplifier.
Makeup: Reddens the cheeks, relaxes strategic facial muscles and dilates pupils. +1 dice modifier to all Social tests where appearance is a modifier. By itself, not as addicting as other chips, but it's often combined with other pleasure-enhancing programs to make users feel better and induce addiction.
Hard Times: Makes the user feel very depressed. By contrast, this makes you feel better about your life when not chipped, though on the long term the habit of feeling bad will spill over to every aspect of the users life. Very popular because it's advertised as unpleasant and not addictive.
Reality Amplifiers from Unwired p.189, for comparison.
Breakdown: -2 Willpower to resist intimidation and interrogation
Focus: Eliminates dice penalties due to distracting or stressful situations
Oracle: +2 Physical Perception tests
Red Alert: +1 Physical Initiative tests, extended tests' thresholds +3