Sith Alchemy
A Quick Note
The Sith Alchemy ability does not grant one the individual techniques and magicks if they are listed independently either here or as their own ability, similarly to Sith Sorcery. If one wants to practise a technique without tomes and books on hand with them, like in D&D in terms of a Wizard vs a Sorcerer, then they must train in that individual technique. This also allows you to use a technique if you've never seen it before, given you have the correct texts and instructions, given that would be dependent on your raw skill in Alchemy/Sorcery.
Something to quickly note is what happens if you have Sith Alchemy at Mastery, then you attempt to learn a new Alchemy technique. In that case, you can take that to mean you learn that Alchemy technique as if you had someone with Mastery teaching you, in terms of the relative cooldown reduction that comes with that.
Techniques will be listed as a quick note above if they belong to Sith Alchemy or Sorcery.
Begun Training to Skilled
Destroy a cluster of cells using raw Sith Alchemy.
1 Day Cooldown
Fail to manipulate cells properly, instead getting attacked by your failed and disfigured creation.
1 Day Cooldown
Attempt to upgrade an important weapon to yourself, and instead destroy it in the process.
1 Day Cooldown
Accidentally poison yourself during an attempt to create one.
1 Day Cooldown
Create your own obedient form of life for the first time, no matter how twisted or small.
1 Day Cooldown
Feat
Skilled to Proficient
Get your own cauldron.
4 Day Cooldown
Experiment on up to 20 people. This tally starts when the task begins, not since when you started training Sith Alchemy.
4 Day Cooldown
Find one ancient text pertaining to Sith Alchemy.
4 Day Cooldown
Improve a single feature of an alien species to suit some purpose.
4 Day Cooldown
Kill an enemy through use of a poison of your own creation through Sith Alchemy.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Upgrade a regular weapon using Sith Alchemy, either enhancing its durability or strength.
1 Week Cooldown
Create your own Sith Sword.
1 Week Cooldown
Experiment on a prisoner you captured from a legitimate combat encounter.
1 Week Cooldown
Upgrade a Blaster Weapon through use of Sith Alchemy with a unique upgrade.
1 Week Cooldown
Interview a Sith Ghost for their secrets on Alchemy successfully.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Design and create the floorplans of your own laboratory to conduct various experiments of Sith Alchemy, doing so ORP.
5 Week Cooldown
Zombies.
5 Week Cooldown
Defeat an equal-tiered opponent in a legitimate combat encounter through a denizen you created.
5Week Cooldown
Use Sith Alchemy to improve on a weapon that has already been Sith Alchemised, replacing its current upgrade with a better one.
5 Week Cooldown
Use a poison created from Sith Alchemy to bring down a player at least two sub-tiers higher than you on the Tier List in a legitimate combat encounter.
5 Week Cooldown
Feat
Mastery to Extreme Mastery
Morph an equal-tiered opponent you captured in a legitimate combat encounter into a denizen of your choosing.
7 Week Cooldown
Experiment on a Jedi Master.
7 Week Cooldown
Defeat an higher sub-tiered player character in a legitimate combat encounter through a denizen you created.
7 Week Cooldown
Experiment on the loved one of a player character your character hates.
7 Week Cooldown
Upgrade a Lightsaber through use of Sith Alchemy.
7 Week Cooldown
Feat
Extreme Mastery to The Mastery
Experiment on a player character you captured from a legitimate combat encounter, drastically changing something about their composition or genetic make-up.
10 Week Cooldown
Create a plague that ends up creating a RP plot of people trying to stop it.
10 Week Cooldown
Design and create the floorplans of 3 unique laboratories, and build these laboratories IRP across different worlds to act as safehouses.
10 Week Cooldown
Create a Kaiju-sized creature through use of Sith Alchemy, and unleash it on the capital of an enemy faction.
10 Week Cooldown
Reduce a populated, civilised planet's population to 0 using Sith Alchemy, all in a single hour.
10 Week Cooldown