The fan would be pretty easy, just put a 1 unit thick nulled func_illusionary and give it some name, then use that as the generation entity for your drip particles. If my co map ever gets done, you should see a lot of this, as I'm attempting to go all out with weather effects. Let it rain, baby!
The holographic sign isn't particle related at all! (oooh trick questions) It's probably another func_illusionary with its renderfx set to flicker or hologram or something... haven't played with those options yet. But this is the same effect you see way back in the old black mesa training course map. Remember the holographic woman that gave you instructions?
The neat blue firey effect is, I think, effectively the same as the drip effect. Nulled func_illusionary for generation entity and then instead of having the particles effected by gravity, you just set the velocity shape to move them straight up, slowly, and have them fade out before they get too far.
Where's mah cookie??