Attributes: ST 11 [10], DX 14 [45], IQ 13 [30], HT 11 [10]
Advantages: ESP Power 10 [30], Reputation +3 [15], Telekinesis Power 15 [75], Telepathy Power 12 [60], Trained by a Master [40]
Disadvantages: Code of Honor: Jedi [-15]
Skills: Acrobatics (PH) DX [4]-14, Armory (Force Sword) (MA) IQ [2]-13, Blind Fighting (MVH) IQ [8]-17*, Clairaudience (MH) IQ [4]-13, Clairvoyance (MH) IQ [4]-13, Climbing (PA) DX-1 [1]-13, Emotion Sense (MH) IQ [4]-13, Illusion (MH) IQ-1 [2]-12, Fast-Draw (Force Sword) (PE) DX+2 [4]-16, Jumping (PE) DX [1]-14, Katana (Force Sword) (PA) DX+6 [40]-20, Meditation (MVH) IQ [8]-13, Mind Shield (MH) IQ [4]-13, Precognition (MH) IQ+2 [8]-15, Precognitive Parry (MH) IQ+2 [8]-15, Psi Sense (MH) IQ [4]-13, Suggest (MH) IQ [4]-13, Telekinesis (MH, Instantaneous +20%) IQ+2 [10]-15, Telerecieve (MH) IQ [4]-13, Telescan (MH) IQ [4]-13, Telesend (MH, Vast Distance +100%) IQ [8]-13, Theology (the Force) (MH) IQ [4]-13.
Design Notes: These statistics represent the basic abilities of a fully-trained Jedi, mostly as demonstrated by Luke Skywalker's training. Individual Jedi may have additional abilities, but these seem to cover the basics.
The Jedi ability to "use the Force" is best represented by GURPS psionic abilities. The power levels are approximate based on the abilities displayed by Luke. Note that many of the Force abilities given in the West End Games sourcebooks are not included here, only Force abilities displayed by Jedi in the actual movies.
Jedi use their Force abilities to improve some of their mundane skills. Their telekinesis is insufficient to levitate quickly, but it can add +6 to a Jedi's Acrobatics and Jumping rolls, allowing for amazing leaps and maneuvers. Jedi gain a +4 bonus to Blind Fighting because of their enhanced perceptions. They can use a combination of precognition and skill to parry blasters and other ranged weapons using their lightsabers.
Jedi Knights are expected to build and maintain their own lightsaber, using the Armory (Force Sword) skill.