Chemistry
Begun Training to Skilled
Create a Bacta/Kolto grenade.
1 Day Cooldown
Successfully create a Lesser Stim.
1 Day Cooldown
Successfully detect trace elements of a metal on a surface or in a solution.
1 Day Cooldown
Create a slow-acting paralysis poison.
1 Day Cooldown
Successfully neutralise a chemical agent that is affecting an ally externally.
1 Day Cooldown
Feat
Skilled to Proficient
Create a sleeping agent and use it against an opponent NPC.
4 Day Cooldown
Successfully create a neutralising agent to a chemical that has been administered to an ally's body.
4 Day Cooldown
Create a non-lethal poison and administer it to an opponent NPC.
4 Day Cooldown
Successfully detect a toxin/poison within a water or food supply.
4 Day Cooldown
Successfully create a chemical that can strip a person of one of their senses.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Successfully create a truth serum and administer it to a player character or GDM NPC with Proficient or lower in Mental Shielding, divulging information that gives you an advantage over your opponents.
1 Week Cooldown
Kill an opponent NPC through forcing them to overdose on a chemical you inject mid-combat.
1 Week Cooldown
Successfully inject an ally with a placebo in a combat encounter, making them believe it increases their ability potential.
1 Week Cooldown
Create a new, addictive drug.
1 Week Cooldown
Create a slow-acting lethal poison and administer it into a dart for yourself or someone else to use.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Successfully cure someone of Stim Addiction.
2 Week Cooldown
Teach someone to Skilled in Chemistry.
2 Week Cooldown
Create and use a Super Stim, or get another player to use it.
2 Week Cooldown
Create a chemical and then use it to win a legitimate combat encounter against an equal tiered player character.
2 Week Cooldown
Increase the duration of a Stim or Super Stim.
2 Week Cooldown
Feat
Mastery to Extreme Mastery
Find a cure for a disease ravaging an entire planet, saving the population in the process.
5 Week Cooldown
Create and use a Hyper Stim, or get another player to use it.
5 Week Cooldown
Receive the offer to create a biological weapon by a faction or politician. Either do so, or create a false yet convincing substitute.
5 Week Cooldown
Create a chemical that changes the pigment and colour of someone's skin, and adminster it to an ally or enemy in secret.
5 Week Cooldown
Create a chemical that allows you to control the mind of those who are administered it.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Create a chemical that directly targets the weakness of a galactically famous Tier 1 or higher character, and then drop it onto the black market.
8 Week Cooldown
Create a Ultra Stim.
8 Week Cooldown
Cure what was thought to be an incurable disease.
8 Week Cooldown
Re-engineer the genetics of a species on an undeveloped planet, and turn them into a species one day capable of becoming advanced. Then, leave enough hints of your identity that you will be considered their god in the future.
8 Week Cooldown
Create a chemical that does something extremely outlandish, determined to be outlandish by Windu himself.
8 Week Cooldown