💊 Blue Glass
A hallucinogenic drug that causes vivid color hallucinations called ‘flashing out’.
📋 Overview
| Field | Value |
|---|---|
| Type | Street Drug |
| Price | 20eb (Everyday) |
| Duration | 4 Hours |
| Secondary Effect DV | 15 |
⚡ 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.
🔗 Related
(Source: Cyberpunk RED Core Rulebook, p.227)