💊 Blue Glass

A hallucinogenic drug that causes vivid color hallucinations called ‘flashing out’.


📋 Overview

FieldValue
TypeStreet Drug
Price20eb (Everyday)
Duration4 Hours
Secondary Effect DV15

⚡ Primary Effect

  • For the duration of the Primary Effect, the GM will occasionally tell you when you are “flashing out,” meaning you are hallucinating swirls of vibrant colors in short, powerful bursts
  • You lose your ability to do an Action on a Turn while in this state

☠️ Secondary Effect (DV15)

Roll WILL + Resist Torture/Drugs + 1d10 when the Primary Effect ends.

  • If the user wasn’t already addicted to Blue Glass, they are now
  • While addicted, the GM will occasionally tell you when you are “flashing out,” hallucinating in short powerful bursts that cause you to lose your ability to do an Action on a Turn while in this state
  • A Blue Glass Junkie will typically “flash out” once every hour
  • While addicted to Blue Glass, its Primary Effect changes: Instead of causing you to “flash out”, you are instead immune to “flashing out” while experiencing the Primary Effect of Blue Glass. Now, you take it for stability

🎲 Usage

When you take street drugs, you typically are doing so using an Action with an Airhypo to administer a single dose of a desired drug to a willing target, or trying to make a single Melee Weapon Attack with an Action to administer a single dose to an unwilling target on a hit instead of dealing damage.

Taking multiple doses of a drug extends the primary effect by its full duration.



(Source: Cyberpunk RED Core Rulebook, p.227)