It was originally written for a 3.5e Kuramen PBP that folded due to posting failures; as a result, it is heavily modeled on the race 'format' you can find in the 3.5e Player's Handbook, which tends to be on the short and condensed side. I did clip off the rule-related data, both because this is partly for the PBP here and because Kuramen doesn't rely on any particular ruleset. Go to Comment
It's the result of my dissatisfaction with the Potion of Explosive Entrails more than anything else. What amused me when I wrote the Potion proved to be a flaw in the item, relegating it to absurd fantasy settings. The Fireblood Elixir is a more broad-spectrum rendition, with less of the 'silly exploding goblins' aspect. Go to Comment
Those are exactly the people who would regard it as being useful. I can see a few warrior cultures treating being scarred by the elixir as a rite of passage to become an 'elite' warrior - showing that you have the mettle to suffer the kiss of flame and keep fighting.
And yes, this is a vast improvement on the Potion of Explosive Entrails, and it is meant to improve upon it, directly. Kuramen goblins aren't the mindlessly silly creatures, or the sick little freaks, that they are in many settings; thus, the Elixir is the goblin thaumatech version of the Potion - just as self-destructive, but much less silly. Go to Comment
All I can really say, then, is that your mind is going to entirely the wrong genre. There /are/ more than a few modern and science-fiction subs on the site, and pretty much all of Kuramen is steampunk - more than a few subs already exist for it, from more fantastic to more science-oriented, depending on the subject. This one leans to the science side of steampunk. It's why I stuck the Kuramen and Steampunk freetext on it.
The burns aren't necessarily third degree; the act of the burning is merely excruciatingly painful. The burns themselves are directly proportional to how bad the injury is, I would expect; a pinprick would be more of a scalding, a rapier-thrust might be first-degree, having a limb chopped off would likely badly burn a fair portion of the remaining limb, and a massively traumatic injury - of the life-ending sort - would just be a bomb of sorts. Go to Comment
This is accurate. Very little goblin alchemy is to be used lightly - it tends to have some nasty drawbacks. On the other hand, suicide bombers could shoot up, charge in, and split themselves open to create a rather spectacular conflagration. Go to Comment
If you take too much, I actually suspect you'd have much more to fear from carbon clots forming in your blood than eliminating the chemical via urine or sweat; it's too large a complex chemical to easily move in or out of the blood vessels by itself, particularly after it's stripped enough carbon out of the waste CO2; when it dissolves, though, large amounts may result in excess clumps of carbon - picture tiny clots of graphite, or even carbon buckyballs - roving freely in the bloodstream, eventually accumulating into a life-threatening clot over time.
Anemia as you describe is certainly a possible hazard for habitual users, although most wouldn't know what the problem was; only that without the elixir, they can't catch their breath and get winded or exhausted from even the simplest of things. I don't think many would get this condition - even the most diehard tend to shot up only when they expect a fight - but I could see some criminal enforcers or toughs who want the intimidation factor of 'fireblood veins' making a habit out of using it and developing the resulting anemic condition. Go to Comment
The fusion of modern chemistry and fantasy alchemy is a very good definition of 'steampunk' alchemy; the time period it draws from was certainly making leaps and bounds in knowledge, but still drew quite a bit from mysticism in the effort to make sense of the universe. Thaumatechnology, by extension, is the application of that kind of science to a world where magic really does work, in an attempt to constrain the hazards of magic while maximizing the benefits.
Goblin thaumatechnology tends to favor fast action over careful study; it is the down-and-dirty component of steampunk, to the refined knowledge of dwarven thaumaturgy, or non-thaumic technology. It's also very effective when it isn't blowing up in your face, so it tends to be the dominant force in Kuramen's current time period. Being able to drive a steam engine for hundreds of miles without need for more than a few pounds of doped coal is a great deal better than needing a ton of anthracite, after all. Go to Comment