New Keywords: Apprentice, Force, Lightsaber and Jedi.        Apprentice = Ringbearer, Lightsaber = Means that bearer may not bear any hand weapons or crossfire weapons. Crossfire = The name for the Archery Total. Ranged = The Keyword given to a character that adds to the Crossfire Total.  V = A sort of R+ that
can be found in any set. Force X = The given force sensitivity of a character. A battle droid would be 
Force 0 for example while Yoda might be force 9 and Anakin [As a little boy] might be 3.   
  
  •The Force [Jedi]
  Strength +1
  Bearer must be the Apprentice.
  At the start of each skirmish involving 
  the apprentice wound the Apprentice,
  Each time the Apprentice is about to 
  receive a wound in a skirmish, add a
  temptation.
  1C1
The second part should be a "Response:" action. But otherwise it looks good.
  •The Force [Jedi]
  Strength +1
  Vitality +1
  Bearer must be the Apprentice.
  Each time the Apprentice is about
  to take a wound in a skirmish add 
  two temptations.
  1R2
Looks like a good card, although there should be a drawback if the Apprentice is supposed to be powerful.
  
 Concentrate [Jedi]
  Condition • Support Area
  Each time a Jedi wins a skirmish
  Add a token here. Fellowship: Remove 
  two tokens from this card to  take a
  card into hand from your discard pile.
  Remove three tokens from here to 
  reveal your opponent’s hand.
  Discard one of the revealed cards.
  1C3
That should be split up into two actions, and the second one (removing three tokens to reveal opponent’s hand) should also require the discarding of the condition. It should also be unique.
  
 •Jedi Focus [Jedi]
  Condition • Support Area
  Toil 2. Each time a Jedi wins a
  skirmish make it strength +1
  and Defender +1.
  1C4
Hmm...so is this permanent or only until the end of the turn? It looks fairly sound.
  
 Meditate [Jedi]
  Event • Skirmish
  Heal a Jedi.
  1R5
Interesting. Make it cost something.
  
 Jedi Agility [Jedi]
  Event • Assignment
  Exert a Jedi to cancel a
  skirmish involing that Jedi.
  1U6
This should be a Skirmish action.
  
 Lightsaber Slash [Jedi]
  Event • Skirmish
  Make a Jedi Strength +2
  or +3 if that Jedi is bearing
  a Lightsaber.
  1C7
Nice card.
  
 Force Push [Jedi]
  Event • Skirmish
  Force. Make a minion 
  strength  -2 or –3
  if that minion has 5
  strength or less.
  1U8
Cost of 
, probably. I like the anti-swarm mechanic.
  
 Jedi Lightsaber [Jedi]
  Possession • Lightsaber
  Strength +2
  Resistance +1
  Lightsaber. Bearer must be a
  Jedi. The Ranged Total is –1.
  1R9
Pretty spiffy.
  
 Green Lightsaber [Jedi]
  Possession • Lightsaber
  Strength +1
  Vitality +1
  Lightsaber. Bearer must be a
  Jedi. The Total is –1.
  1U10
I’d assume it’s "Ranged Total"? It looks like a good card...  
  
 Blue Lightsaber [Jedi]
  Possession • Lightsaber
  Strength +2
  Lightsaber. Bearer must be a
  Jedi. Bearer is Damage +1.
  The Ranged Total is –1.
  1U11
Good...although damage +1 with a 
 possession?
  
 •Qui-gon-Jinn, Jedi Master [Jedi]
  Companion • Human
  Strength 8
  Vitality 4
  Resistance 8
   Jedi. Force 8. Each time you play 
   a Jedi, heal the Apprentice and
  add 

. 
  1C12
Nice companion. I love the balance, although it should be "add 
"...
 is just not enough of a balance.
 
 •Obi-wan-Kenobi, Jedi Apprentice [Jedi]
 Companion • Human
 Strength 6
 Vitality 3
 Resistance 7
 Jedi. Force 7. While you can spot
 Qui-gon-Jinn, Obi-wan-Kenobi is
 Damage +1.  
 1U13
Good card.
 
 Jedi Youngling [Jedi]
 Ally • Human • Site • 7
 Strength 4
 Vitality 2
 Resistance 4
 Jedi. Force 2. Exert Jedi Youngling
 to allow it to skirmish. Jedi Youngling 
 is strength +1 for each Jedi you can spot.
 1C14
The action needs a phase. I like the strength boost.