General Physical Training (5/5) Work out and get your muscles into shape.
Equilibrium (6/6) Bring your body to it's most "natural" state. You'll find an unmatched sense of balance, but also some resistance to poison and ability to shrug off pain to a degree.
Inertia (3/8) Maintain your body's inertia, allowing for impossible feats of acrobatics. Run along walls or even ceilings and vault long distances. This won't maintain indefinitely -- you aren't Spiderman.
Flight (0/50) A skill not commonly taught among the Jedi or Sith, but known to the Witches of Dathomir. Use the Force to propel yourself through the air. (Additional Requirement: [Ballistakinesis] NOT MET)
Healing Trance (0/8) Put yourself into a Force Trance to heal from wounds and sickness faster. It won't heal anything your body couldn't heal itself, but you should recover faster than you would otherwise. Has the side benefit of largely replacing the need to sleep.
Vital Transfer (4/8) Channel life force into someone, healing them at cost to your own health. Spend time sick for healing a single person with major wounds.
Force Healing (0/20) Channel the Force to heal injuries, sickness, and poison. This is a concentration intensive process and not necessarily especially quick. Can't heal wounds impossible to otherwise recover from, such as severed limbs.
Affliction [Dark Side] (0/12) Infect an enemy with a virulent sickness. It is unlikely to kill, but will leave an enemy either weakened or incapacitated as it runs its course.
Life Drain [Dark Side] (0/12) Steal the life from something living to heal yourself.
Stun (0/10) Briefly throw off an enemy's sense of proprioception. Will only last a few seconds, but can be useful to gain a quick advantage in combat.
Energy Resistance (0/6) Gain damage resistance to forms of energy attacks, whether lasers or electricity. This is not immunity.
Negate Energy (0/8) Gain immunity to energy attacks, whether lasers or electricity, as you offset them entirely.
Force Lightning [Dark Side] (0/12) Strictly speaking, not an electrical phenomenon, (though, Negate Energy can offset it); it is instead a manifestation of malice. It seeks out nerve clusters and causes as much pain to it's victims as possible.
Martial Training (4/6) Generalized training in hand to hand martial arts.
Unarmed Specialist (0/16) Advanced hand-to-hand experience. Grappling, holds, and generally laying beat downs.
Weapon Training (0/8) Training in a weapon of choice. (Baton, staff, two batons? Maybe something else?)
Force Aura (0/10) Wrap yourself in a bubble of Force to telekinetically ward off blows. Acts as a sort of armor.
Quick Reflexes (6/6) Focus on increasing the speed of your reflexes.
Redirect Shot (0/8) Use your lightsaber to block lasers, or more practically on Earth Bet, use the Force to stop bullets and send them back at the people who shot them.
Surge (1/6) Draw on the Force for a quick burst of speed and strength. Excellent for a single strike or jumping a large gap.
Force Speed (0/8) Draw on the Force to enhance your speed over a sustained period. You won't win any footraces with Velocity, but you're noticeably faster than what should be human.
Slow [Dark Side] (0/8) Physically impose your will upon someone, making their movements and reactions more sluggish and slow than they otherwise would be.
Rage [Dark Side] (1/5) Draw on your anger and be rewarded with greater strength and speed.
Force Scream [Dark Side] (0/8) Let your pain back out upon the world as a scream of sonic force, rupturing the eardrums of anyone nearby, and probably breaking any glass as well. Get those Shatterbird associations.
Hatred [Dark Side] (0/12) Seethe in Hatred so deep that it physically rolls off of you, making your proximity painful to those you fight. This will enhance other Dark Side abilities, but will also affect Taylor's general judgement of a situation.
Meditation (5/5) Focus your mind.
Serenity (6/6) Continue your meditation to the point that you can keep a cool mind even under pressure.
Valor (9/10) Extend an aura through the Force to protect nearby allies against harmful external mental effects. Particularly helpful against emotion-based Masters, but won't assist against body hijackers such as Regent. This won't help people who have been under an effect for such a long time that they have internalized it as being normal.
Cleanse Mind (0/30) Connect with an ally's mind to heal harmful long-term effects, such as Heartbreaker's thralls.
Basic Telekinesis (6/6) Use the Force to move small objects.
Push (8/8) Send a strong directed Force to push a person or object away from you.
Whirlwind (0/16) Use the Force the lift and spin a person, leaving them disorientated and effectively incapacitated. The concentration required for this means only one person can be engaged this way at a time. A person with a ranged weapon can still fire it, though they will have extreme trouble aiming.
Kinetic Combat (0/20) Use the Force to manipulate many small objects in the area simultaneously. Often used in conjunction with weapons to control several at once, attacking from all sides. (Additional Requirement: [Redirect Shot] NOT MET)
Wave (0/16) Send the Force out from you as an omnidirectional wave, with yourself at the center. An area attack that packs a bit of power behind it, useful when surrounded.
Ballistakinesis (0/24) Lift and throw even massive and extremely heavy objects. Become the walking siege artillery you were meant to be.
Wound [Dark Side] (0/8) Cause a painful spasm in the target's lungs. Probably won't kill them, but will at least incapacitate them for a few seconds. Probably.
Choke [Dark Side] (0/10) Cut off the target's ability to breathe, choking them to unconsciousness, or death.
Basic Awareness (6/6) Have a faint sense of danger in your surroundings.
Prescience (8/8) Short-term precognition. No more than a few seconds.
Visions (0/16) Gain vague visions of the future when you dream.
Prognostication (0/20) Meditate to begin charting possible futures. The future is a fluid, ever changing thing. The further out you go, the more difficult and time consuming it is to read different possibilities, as more and more branch out.
Psychometry (0/16) Read the history of an object and grasp how it's been used and by who.
Life Sense (0/8) Gain a sense of where everything living is around you in a radius of a few hundred yards. Great for situational awareness or trying to keep fighting even when blinded.
Object Sense (0/10) Gain of sense of non-living objects in the area, effectively giving total awareness of your immediate surroundings.
Empathy (8/8) Gain awareness of the emotions of others. This isn't mind-reading, but you could probably make good educated guesses based on a person's emotional state.
Mind Trick (0/12) Cause a general state of confusion and suggestibility in the target. Can't make them act against their natures and can be resisted by the strong-willed.
Beast Trick (0/12) Take control of an animal's mind to soothe it or confuse it into attack your enemies.
Fear [Dark Side] (0/6) Inspire terror in your foes. Most will flee, but some might try to fight despite the fear. Their attacks will be sloppier for their desperation however.
Soothe (0/12) Soothe a person's emotions, calming them.
Blind (0/8) Momentarily shut down a person's sight, blinding them. It will only last for a few seconds, but often that's all the time needed in a fight.
Obscure (0/18) Wrap yourself in the Force,making yourself less noticeable to those around you. It is not true invisibility, but people who see you are less likely to pay attention to your presence.
Probe (0/10) Scan a person's surface thoughts. No deep diving for memories or information.
Drain Knowledge [Dark Side] (0/12) Rip knowledge and skills directly from a person's mind. Learn languages overnight. This process is violent and can harm the mind of the person it's performed on.
Memory Walk (0/20) Step through the memories of a person to find out details of their past. This method is much gentler, but also slow, and the person will be aware of what you're doing.
Telepathy (0/12) Talk directly with someone through your mind. No need to air sensitive conversations to surrounding audiences.