>>43269189There are a few key aspects to Vader:
•Lightsaber skills: Force Sword skill is all you really need, but seeing as how Eps IV-VI used kendo/kenjutsu as a base for lightsaber duel scenes, you might want to take some of the techniques/perks for those styles from GURPS: Martial Arts.
•Force sensitivity: Depends on how you want to do approach it, but I think the best fit for the Force is Sorcery; Jedi/Sith have a handful of iconic/signature force abilities but can improvise other effects if need be. Vader's iconic would be Telekinesis. The talent/Magery for the system would allow/give a bonus to all Perception rolls related to noticing flows or disturbances in the Force; mainly you would be able to spot other force-sensitives.
•Reliance on the suit: Vader got really fucked up by his duel with Obi-Wan, and so he personally would have very low physical stats (going by Wookiepedia for this, sorry if it's inaccurate). What made Vader's armor special is that it's a life support system jammed into moderately effective power-armor. This would be represented in table-top as Vader having well-below average ST and stupidly low HT, and the armor granting enough ST to bring him above human averages, enough DR to cover for Vader's lack of HP, and enough traits to where Vader's abysmally low HT is a non-issue (Sealed, Temperature Tolerance, etc.) and possibly a general bonus of HT on top of that. UT should have some stuff for this.
•Social traits/position: As leader of a military unit, Vader has some level of Military Rank. However, most of his social influence comes directly from himself (high levels of Intimidation, tons of Reputation, etc.) or his position as the emperor's apprentice (he has a *very* powerful Patron).