Characters: Star Wars The Old Republic Imperial Class Specific Characters

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Sith Warrior

     Sith Warrior & Companions 

The Sith Warrior

"Korriban... the birthplace of my power. I arrived as a Sith Acolyte, trained in the Dark Side, and now an apprentice to a Sith Lord. My rage has purpose. I will hunt the Jedi... and destroy the Galactic Republic."

A scion of a distinguished Sith bloodline, the Sith Warrior's prominent lineage and powerful command of the Force lead to an early appointment to the Sith Academy on Korriban and an unusually accelerated training schedule. Becoming an apprentice to the powerful Darth Baras, the Sith Warrior soon becomes a power to be reckoned with in their own right. The male Sith Warrior is voiced by Mark Bazeley, the female's voice actress is Natasha Little.

  • An Adventurer Is You
    • Juggernaut
      • Immortal: Avoidance tank
      • Vengeance: Blademaster/Burst-heavy melee DPS
      • Rage: AoE-heavy melee DPS
    • Marauder
      • Annihilation: Scrapper/DoT-heavy melee DPS
      • Carnage: Scrapper/Burst-heavy melee DPS
      • Fury: AoE-heavy melee DPS
  • Asskicking Equals Authority: At least once in the storyline the Warrior is designated the leader in charge of Imperial forces. Naturally they lead the charge (and more often than not handle the whole mission themselves).
  • Badass Baritone: The male Warrior has a deep, intimidating voice befitting a Sith.
  • Badass Boast: Can drop this very nice one on Makeb.
    Warrior: I am the Wrath of the Emperor. There is no soldier, Sith or machine that is my equal. Send me to Makeb, and that world will fall.
  • Badass Cape: Several Sith Warrior armors sport them.
  • Berserk Button: Dialogue choices show the Warrior doesn't like dishonorable behavior or being viewed as a simple thug.
    Warrior: Keep calling me names Baal, you are playing with fire.
  • Big Bad Duumvirate: After turning against the Emperor, the Warrior forms this with Darth Marr.
  • Black Knight
  • Blood Knight: Prone to this outlook, even when played relatively light-side.
  • Blue Blood: The warrior is a scion of some Sith bloodline, which is why Tremel favours them over Vemrin.
  • The Brute: How other characters, especially rival Sith, tend to regard the Sith Warrior. When you first join Lord Baras, he actually spells this out as your job.
    Darth Baras: You are my enforcer; deployed to protect my interests, intimidate my rivals and silence my enemies.
  • Bullying a Dragon: Vemrin on Korriban, Draako Baal on Dromund Kaas, a certain arrogant Alderaanian nobleman; all-in-all there are a lot of people in the galaxy who seem to think it is a good idea to piss off lightsaber-wielding Blood Knight. Needless to say, most of them don't tend to survive the experience.
  • Catch Phrase:
    • "Looks like it is time for a blood bath."
    • "There won't be a heart left beating!"
    • "Perhaps I could be of assistance."
    • "A Sith is honor-bound to serve."
    • Where other classes would just ask someone to identify themselves, the Sith Warrior demands "Your name, now!"
    • "Now you'll see what a Sith is capable of."
    • "I don't appreciate dramatic pauses."
  • Comedic Sociopathy: Shows up a lot in conversations with Vette when she is wearing her slave shock collar.
  • Cool Big Sis: To Vette, if the female Warrior is on good terms with her. Vette notes that she tends to seek out women to fill that role in her life. Risha, Taunt and, most recently, the Warrior.
  • The Corrupter: Light or Dark, you do a number on Jaesa's friends, family and mentor, either killing her parents or forcing them to defect to the Empire; killing Yonlach or humiliating him and making him reconsider his beliefs in the Jedi cause and the evil of the Sith and eventually torturing Nomen Karr or causing him to call upon the dark side, which convinces Jaesa to leave the Jedi Order because of their hypocrisy or because Evil Is Cool.
  • Cruel Mercy: Like Paragon Commander Shepard, the Light Side Warrior doesn't kill their most despicable enemies - they leave them to suffer the consequences of their faults for the rest of their lives. Especially at the end of Chapter One, where you trigger Nomen Karr's embrace of darkness, destroy all he's ever hoped to accomplish, revealed how horrible of a person he is to his apprentice, recruit her by being a much better person then him, and to top it all off send him back to the Jedi Order so they can know how far he has fallen.
  • Dark Is Not Evil: You can play a Light Side Sith Warrior. Their recruitment path for Jaesa gives a nice description of it.
    Jaesa: Your actions reflect only light. You appear to be an agent of the Dark Side, but it is only a mask. Master Karr also wears a mask, but his deception is a much uglier one.
  • Deadpan Snarker: Can become quite the wisecracker, should you desire.
    • Gentleman Snarker: Light Side Warriors in particular come across as unfailingly polite, even whilst hurling insults.
  • Deflector Shield: Juggernauts can equip a personal shield generator for tanking purposes.
  • The Dragon: Is effectively this to Darth Baras. After Baras betrays you, the Warrior becomes this to the Emperor.
    • Dragon with an Agenda: If you so choose, which is more than likely.
    • Noble Top Enforcer: The Light Side Warrior tends to come across as this.
    • Co-Dragons: Briefly with Lord Draahg to Darth Baras since the end of Chapter 2, until Baras and Draahg betray the Warrior at the beginning of Chapter 3.
    • Dragon Ascendant: Act three ends with you killing or exiling Baras and becoming the second most powerful person in the Empire.
  • The Dreaded: You become this as you advance through the story, with several plot important characters having Oh Crap! moments when they see you.
  • Dual Wielding: A specialty of the Marauder advanced class.
  • Enemy Mine: You end up working with a Jedi on the Belsavis quest chain (whether or not he survives the experience is up to you). You can also potentially end up fighting for an Organan General against House Ulgo troops on Alderaan in exchange for the general supplying you with information you need, and on Nar Shadda you can convince a bunch of Republic soldiers to help you with your fight with Lord Rathari.
  • Establishing Character Moment: The light side choices when transporting a prisoner from the hanger in Kaas City. You trick two different mercenary groups into blasting each other over your prisoner while your troops are sneaking away with the prisoner, and you sit back and watch the idiots do your work for you. Alternatively, you can scare them off by threatening to kill and eat them.
  • Et Tu, Brute?: Throughout the story you end up either killing, or destroying the career of: Overseer Tremel, Darth Baras' master Darth Vengean, and later Baras himself. You also convince Jaesa to turn on Nomen Karr and Quinn turns against you under pressure from Baras.
  • Evil Sounds Deep: Both male and female Sith Warriors speak in a deep voice, it depends on how evil you play the Warrior though.
  • Expy: Of Darth Vader. Progress in a certain path and you'll be a full out Darth Vader Clone.
    • There is also a red armor that can make the Sith Warrior look similar to Darth Malak.
    • The Marauder Advanced Class is more like Asajj Ventress; as with Vader, you can easily make a near-clone of the original. Also Dark Side Starkiller.
  • Finger Poke of Doom: The Force Choke ability functions as this.
  • Five-Man Band: The Warrior and their companions:
  • Foil: To the Inquisitor's rival on Korriban, Ffon Althe. Like the Warrior, Ffon is the scion of a prominent Sith family who enjoys special treatment at the hands of a prejudiced overseer who deliberately rigs the various tests to help him succeed. Like a Dark Side Warrior, Ffon is quite proud and dismissive of his social inferiors, killing one with force lightning just to show off, and certainly has the raw power to back it up. However, unlike the Warrior, whose tests still test their abilities and whose skill and power are backed up with a strong work ethic and genuine bravery, Ffon is very lazy and never really improves as the result of his soft, easy "trials." He's also rather cowardly: after failing his test and stealing the player's map to present to Darth Zash, he quickly crumbles under interrogation and pays with his life. By contrast, the Warrior remains cool and calm under pressure from Darth Baras's interrogation.
    • Also, narratively, to the Jedi Knight, especially in chapter 3. Both interact directly with the Emperor and his power base, the Jedi Knight tearing it down and the Wrath shoring it up against Baras; Sel Makor binds the Voice of the Emperor on Voss, requiring the Wrath to free him, while the Jedi Knight's light-side path is to destroy Sel Makor (in fact some dialog suggests both only succeed because it's attention is divided between the two battles). Finally, the Wrath receives word from the Hand that the Emperor, "slain" by the Jedi Knight, is Only Mostly Dead...
    • And to the Consular, especially if played with opposing alignments. In Chapter 1 of their stories, the Light Side Consular cures Jedi twisted to the dark side, while the Dark Side Warrior hunts down a Jedi and his Padawan and corrupts them. By the end of their stories, they both have special titles that mark them as unique among the order: the Warrior becomes the Emperor's Wrath while the Consular becomes the Barsen'thor of the Jedi Order.
    • Very notably to the Inquisitor. The Warrior is a scion of a powerful Sith bloodline and was shown much favoritism upon entering the Academy, with only Baras, their own master, being their real threat amongst the Sith. The Inquisitor was a lowly slave who was derided by everyone in the Academy and had to claw their way to the top of the Sith power ladder, with lots of opposition from other Sith. While the Warrior can display signs of cunning and intelligence, they are primarily a Blood Knight who prefers leaping into combat head-first; the Inquisitor is primarily a manipulator who'd rather stay out of the fray, either by flinging lightning or skulking in the shadows. The best example is that, although they are on the same level of importance to the Empire, the Sith Warrior is the chief enforcer and executioner of the Leader of the Empire, while the Sith Inquisitor is one of the leaders of that governs the system.
  • Freaky Fashion, Mild Mind: Any Light Side Warrior will at least have hints of this.
  • Genius Bruiser: Again, if you so choose.
  • Glory Seeker: Several dialog options paint the Warrior as such.
  • Guile Hero: A Light Side Sith Warrior tends to come across as this, repeatedly Taking A Third Option to avoid unnecessary bloodshed and outright manipulating enemies to allow them to get the outcome that they want.
  • Hidden Depths: Vette often comments that a light-side Sith Warrior is not what you'd expect him/her to be.
    Vette: (Flabbergasted) Who are you and what did you do with the Sith I know?
  • Honour Before Reason: Most dialogue options paint the Warrior this way, only seeking strong enemies in a sense of honour. It seems that the only difference between the Light and Dark Side Warrior, is the former believes there are still rules that must be abided to.
  • Implacable Man: In story you are viewed as this (just ask Jaesa and Nomen Karr) and when playing as an Immortal Juggernaut you are this.
  • I'm a Humanitarian: You can threaten to eat the corpses of a handful of thugs at one point on Dromund Kaas. A follow up dialog choice is to tell your allies that you weren't joking.
  • In the Blood: The Warrior is heir to a great Sith Bloodline, a fact you remind people of several times in the game.
  • In a Single Bound: Force Charge.
  • Invisibility Flicker: Force Camouflage, a level 30 Marauder ability.
  • The Juggernaut: One of the advanced classes for the Sith Warrior is actually called this.
  • Kick the Dog: A definite option at times. One of the more prominent examples takes place on Alderaan. A House Organa general has information that you need, however, she refuses to tell you anything unless you help her. Instead, you can threaten to kill her officers one at a time until she talks. She calmly replies that they are soldiers who knew the risk when they signed up and still refuses to talk...but as soon as you start Force choking an officer, the general (who, according to her codex entry, is famous for being a cold, calculating military commander) cracks, revealing that the officer you are choking is her lover. She immediately gives you the information that you want, all the while on her knees weeping and begging you to spare him. You have two dark-side options to kill either one of the two lovers, even though she had already given you what you wanted and there is no benefit for you to do so. And then, you can kill the other one.
  • Lady of War: A female Sith Warrior, especially a light-side one, tends to come across as this.
  • Legacy Character: In the third act the Warrior takes up the mantle of The Emperor's Wrath, which was previously occupied by Lord Scourge before he joined the Jedi Knight.
  • Limit Break: The Marauder advanced class has abilities that can only be activated after you get 30 stacks of the gauge.
  • Magic Knight: Black Magic Knight, to be precise.
  • Make Me Wanna Shout: Several of the Warrior's abilities involve sound-related powers, most notably Force Scream.
  • Manipulative Bastard:
    • There are opportunities to be this, especially when it comes to Jaesa.
    • Note that many of the light side choices are this. Mainly because you're looking for alternatives to bloodshed. This sometimes involves making people think you're about to eat them.
  • Master Swordsman: More than once, NPCs will refer to you as the Master of the Lightsaber.
  • Noble Demon: The Light Side Sith Warrior.
    • Good Is Not Soft: Even so, the Light Side Warrior isn't afraid to carry out executions or cut down opponents.
  • One-Handed Zweihänder: Wields a single lightsaber one-handed as opposed to the Jedi Knight who uses both hands when holding a single saber.
  • Pragmatic Villainy: How the Warrior will justify most light side options, wanting to avoid unnecessary bloodshed.
  • Rage Helm: A couple of your helmets are this.
  • Servile Snarker: The Warrior can be quite the smartass towards Baras during their interactions with one another yet still following his orders exactly as stated. He mostly puts up with it, but will tell you to stow it when he's really not in the mood.
  • Shadow Archetype: To the Jedi Knight. Both Force-powered melee fighters. Both eventually become the most publicly recognizable face of their respective orders. Both their destinies are tied to the Emperor (one as his destined destroyer, one as his top enforcer). And especially when played Light-Side, both have a similar sense of honor, fair-play, and patriotism.
  • Spikes of Villainy: Some of your armors have large spikes on them.
  • Stalker Without A Crush: Towards Jaesa in Act One.
  • Talking Your Way Out: Yes, even this textbook example of a Blood Knight is capable of using this method.
  • Terror Hero: When played light side, due to the combination of your typical armor look and your reputation.
  • The Tease/Troll: Female Warriors can tell Quinn that the reason they flirt with him so much is because they love seeing him get flustered.
  • Ungrateful Bastard: Possible dialogue options when dealing with Darth Baras. Becoming his apprentice? Getting a ship? Being promoted to Sith Lord? "It took you long enough."
  • Unstoppable Rage: More-or-less the Sith Warrior's normal state of behavior.
  • Unwitting Pawn: In the final act, countering Baras' power play and freeing the Emperor paves the way for the latter's final attempt to kill everyone in the galaxy. The Warrior doesn't even find out about this until much later.
  • Villain Protagonist: Even as a Light Side Sith, you're still doing wetwork for some exceptionally despicable people. As a follower of the Dark Side, you're basically an Ax-Crazy brute.
  • Villain Takes an Interest: The Warrior's dealings with Jaesa in Act One. She's just a lowly padawan who has attracted the personal attention of The Dragon of her master's greatest enemy.
  • War Is Glorious: Several dialogue options show that the warrior firmly believes this.
  • Warrior Poet: For a Blood Knight, the Warrior comes across as surprisingly eloquent, with an exquisite vocabulary. For example, the Warrior's way to describe someone being arrogant is "[their] ego is overinflated". Then again, as a scion of an ancient and presumably wealthy Sith bloodline, they probably had an excellent mundane education in their adolescence.
  • You Have Failed Me: You'd better believe this comes up as an option now and then.


"Me and my buddy, the Sith. Nobody's going to pick on me at school!"

A female twi'lek, Vette was separated from her her family at an early age and sold as a slave to series of minor crime lords. When Nok Drayen, a legendary pirate utterly destroyed her latest owners' holdings, Drayen gave Vette and the other slaves a choice of freedom or joining up with Nok; Vette agreed to become a pirate, traveling the known worlds and learning to get in and out of places she wasn't allowed.

Years later, after Drayen suddenly released all of his people from service, Vette was left on Nar Shaddaa, where she joined up with other young, idealistic twi'leks and used her criminal abilities to rob and ruin those who exploited Ryloth's cultural artifacts and people...which eventually led to her capture and second enslavement on Korriban. An unquenchable spark, Vette is older than her years but far from mature, delighting in silly pranks and always ready to laugh at people who think too much of themselves.

She's a potential love interest for male Warriors. Mechanically, she is the Sith Warrior's ranged damage companion. Voiced by Catherine Taber.

  • A Match Made in Stockholm: Romance option. However, you can avert this if you take off her shock collar the first time she asks you to and if you play Light Side; in that case, no coercion is required for the romance.
  • Adventurer Archaeologist: Was looting a tomb on Korriban when she was captured.
  • Babies Ever After: Admits that she's getting ahead of herself with "the whole baby thing", but she'd still like to adopt some. She even plans to convert the medbay into a nursery and make Quinn the nanny.
  • Battle Couple: With a male Sith Warrior, if romanced.
  • Blue-Skinned Space Babe: Or green, red, or a lighter shade of blue thanks to customization items.
  • Born Into Slavery: She escaped, adventured, and was enslaved again. This time by Sith. (Technically she was only arrested by the Sith, but given how Sith treat their prisoners there's not much difference—and then she's given like property to the Sith Warrior anyway.)
  • Bring It On: One of her battle cries.
  • Butt Monkey: This largely depends on what kind of master you are, though.
  • Deadpan Snarker: Very much so. In fact a good way to score affection points with her is to have the Sith Warrior be the same to other Imperials. Avoid snarky lines that make the Warrior look bloodthirsty, though.
  • Expy: Same species, default skin colour, personality and voice actress as Mission Vao from Knights of the Old Republic.
    • She could also potentially be seen as one of Eleena Daru if the Sith Warrior romances her; both are Twi'leks Born Into Slavery who manage to escape, get recaptured, and end up "rewarded" to a promising young Sith who eventually freed, fell in love with, and married them.
  • Genki Girl: She'll actually Glomp the Warrior if he proposes to her.
  • Getting Crap Past the Radar: That the other Sith on Korriban think she'd make a fine Sex Slave for the Warrior and that her sister Tiiva is engaged in forced prostitution are never said in as many words. This goes so far as to have the Warrior be nonchalant about buying Tiiva's freedom, when intimidating or killing her masters is reasonable.
  • Glass Cannon: As the ranged DPS, she's not exactly meant to take a lot of damage. Ideally, you either tank the hits for her or you both kill the enemies faster than they can kill you.
  • Good Is Not Soft: She might be a chatterbox ray of sunshine in a nasty world who will let you know what she thinks of For the Evulz killings, but wholeheartedly approves of Kick the Son of a Bitch moments. Ideally with snark.
  • Guns Akimbo: Her preferred style. She can use blaster rifles as well, but considering she can't use any offhand besides a pistol and several abilities requiring two pistols, few players will ever see her diverging from this style.
  • The Gunslinger: Her combat capabilities revolve around using twin blaster pistols to lay down a hail of energy fire.
  • Happiness in Slavery: Depending on the player: she can become Type 1, Type 2, or a combination of both. If you take the collar off there's not really anything tying her to you other than her desire to stay, though, as demonstrated by one conversation you have with her. She mentions that she's tracked down her old gang, and you have the option of asking, "Are you thinking of going back to your old life?" She playfully responds, "What? Are you worried I'll leave you?"
  • Huge Guy, Tiny Girl: Usually in a romance. Male Warriors tend to be walking refrigerators in complementary armor. Vette has the most petite body type in the game.
  • I Can't Believe a Guy Like You Would Notice Me: Her reaction if a male Sith Warrior attempts to romance her.
  • Interspecies Romance: Usually and most commonly, since the player can't initially create a Twi'lek Sith Warrior. The game only lets you do that if you've already reached level 50 with another Twi'lek character on that server, or reach Legacy level five and then pay 1.5 million credits to unlock the species for all classes.
  • Known Only by Their Nickname: Probably; after all, "Vette" doesn't seem like a Twi'lek name. Her real name is Ce'na.
  • Morality Pet: Potentially, and particularly if the Warrior is dark sided.
  • Oblivious to Love: Oh yeah. Pretty much all the Sith Warrior's Chapter 1 flirts will go straight over her head, even when he's dropping hints the size of a battlecruiser. He has to actively spell out that he has a romantic interest in her before she gets it.
  • Plot Armor: The Sith Warrior can casually kill a number of NPCs for behavior far less disrespectful than Vette's repeat dialogue. No explanation is ever given why the Sith Warrior would be remotely inclined to spare her for it, even when the warrior's other victims would be far more useful than Vette.
  • Plucky Girl
  • Professional Killer: She's actually worked as an assassin before. The Sith Warrior can express a good amount of surprise at this.
    Vette: It depends on how much money is being offered, and how much the target deserves to die.
  • Running Gag: Depending on your environment she'll ask you if she's ever told you that she's had a fear of dying in some relevant circumstance, such as being poisoned on Quesh and freezing to death on Hoth. Even standing on a bridge on Alderaan will make her wonder if she's ever told you about her fear of plummeting to death.
  • Sarcastic Devotee: She'll still be snarky to a Light Side Warrior.
  • Shock Collar: She starts off with a slave collar that delivers a shock to her at the press of a button. You can either remove it or keep it around in case you don't want her mouthing off. If you marry her, you discover she kept it after you took it off, and apparently has "ideas" for its use..
  • Shout-Out: In combat, she may yell to the Warrior that "if I die, I'm haunting you", much like Jack from Mass Effect 2.
  • Stepford Smiler/Sad Clown: Doesn't let any of the shit she goes through affect her. Outwardly, anyway.
  • Token Good Teammate: If Jaesa is evil, Vette will be the most moral character in your party, being the one character who consitently approves of light-sided options.
  • Too Kinky to Torture: Averted. She tries to pretend it doesn't hurt, just to spite whoever's pushing the button, but the tortured face and wavering voice tells otherwise.
  • Video Game Caring Potential/Video Game Cruelty Potential: Remove her shock collar when she first suggests it, or keep shocking her for every minor offense? Your call.
  • Vitriolic Best Buds: Potentially, with the Warrior. She'll ask what family means to them:
    Warrior: When you are close to people, they become family. Sometimes, whether you want them to or not.
    Vette: Cute. I'm going to take that as a compliment.
    • When reminiscing about her family:
      Vette: I remember having the memories more than I remember the actual events. Does that make any sense?
      Warrior: On the Vette weird scale, I'll give it a three.
      Vette: And on the Sith joke scale...hmm, I guess no one's needed one of those before.
  • What the Hell, Hero?: Will yell at the male Warrior if he forces her sister to sleep with him as "payment" for freeing her from her life as a Sex Slave, or in the case of a female Warrior, make her "entertain" the male crew members back on your ship.
  • You Are Too Late: Towards the end of her companion questline, she manages to track down her mother, but sadly her mother had died a few days before you arrive.

Captain Malavai Quinn

"Service is its own reward."

A male human Imperial operative recruited on Balmorra. He descends from an Imperial military family line, and his father was a colonel; however, his promising career ground to a halt when he turned the tide of battle by defying incompetent orders. Only Darth Baras' intervention kept him from being dismissed from the service outright, and he ended up stuck at a dead-end post on Balmorra for years until you came along. Potential love interest for female Sith Warriors. Mechanically, he's the Sith Warrior's healer companion. Voiced by Richard Teverson.

  • Always on Duty
  • Anti-Villain: If he were an antagonist, he would be this. Compared to most other Imperial officers, he is dutiful, competent and tries to be promoted on merit.
  • The Atoner: For being Baras' mole.
  • Babies Ever After: If the female Warrior completes his romance, Quinn expresses his desire to raise their children, both in the end of his conversation arc and one of his love letters.
  • Badass Bookworm
  • Battle Couple: With a female Sith Warrior, if romanced.
  • Captain Smooth and Sergeant Rough: Quinn as the Captain and Pierce as the Sergeant. Predictably, they don't get along.
  • Combat Medic: His specialty, even though he doesn't list it as such when he joins up with you. In fact, he is so good at that a lot of players don't bother switching him out with other companions once they get him.
  • Deliberate Values Dissonance: As a non-Force sensitive raised in the Empire and working closely with Ax-Crazy Sith for most of his life, he struggles to understand the duality of the Light Side Warrior. He doesn't condone For the Evulz actions, yet he disapproves of the Warrior claiming that they reject the dark side (more than he actually disapproves of their light side choices in themselves). Notably, he will raise concerns towards a Light Side Warrior's 'unorthodox' methods. Contrast this with the Light Side Inquisitor's more morally ambiguous companions; Andronikos will merely comment that they confuse him, and Khem Val will only ever bring it up in an early conversation.
  • Easily Forgiven: The worst you can do to him after he betrays you is Force choke him to within an inch of his life. There is recorded dialog of Pierce and the Warrior talking about Quinn's death, so it is likely that he was one of the party members who was supposed to be killable before the developers realized that this would screw over players who opted to do so, since Malavai is the healer companion and the player might be using a play-style that would involve taking a lot of damage.
  • Fantastic Racism: Downplayed but present, especially regarding Vette. It comes with being a staunch Imperial.
  • Gameplay and Story Segregation: He lists a number of his skills, but Combat Medic is not on the list. He's the healer companion.
  • Harmless Freezing: One of his combat abilities involves encasing a foe in carbonite.
  • Hypercompetent Sidekick: He was formerly this to the insane and incompetent Moff Broysc. His personal storyline deals with him reconciling his feelings of doing what's best for the Empire regardless of protocol.
  • In Love with Your Carnage: On Balmorra, if the Warrior is female, he remarks that all the destruction she's causing "excites" him.
  • Insufferable Genius: Downplayed example, as he talks about his qualifications a lot, but it's always in the most polite, matter-of-fact way you can imagine.
  • Karma Houdini: To the disappointment of many players, you can't actually execute him for his betrayal. Justified from a gameplay perspective at least; Malavai is the Sith Warrior's "healer" companion. If the player were allowed to kill Malavai for his later betrayal, and if the player were playing a role that involves taking a lot of damage (such as a tank or melee DPS), the player would be screwed out of a companion that could heal all that damage.
  • Military Brat
  • My Country, Right or Wrong: He's not a bad guy by any means, but he's a devoted Imperial patriot.
  • The Mole: For Baras. He doesn't like betraying you, but does it anyway. He does, however, immensely enjoy the opportunity to dispose of either Vette or Pierce, if one of them accompanies you, which is one reason why many players lament him being a Karma Houdini. (As for Broonmark and Jaesa, he invites them to turn their backs on you to join him and Baras, but neither is the least bit interested.)
  • Officer and a Gentleman: Comes across as this.
  • Older Than They Look: According to the official encyclopedia, he's 37.
  • Plot Armor: Regardless of the Warrior's alignment and relationship with Quinn, it would be in-character (except maybe Light Jaesa) to kill him over his betrayal.
  • Pragmatic Villainy: He dislikes Dark Side options that are pointlessly cruel and primarily supports the ones that actually benefit the Empire or take the Republic down a notch.
  • Putting on the Reich: Most of his armor sets tend to be Imperial military uniforms and Imperial infantry combat armor.
  • Reassigned to Antarctica: The reason why Quinn, despite being a clearly talented officer, is initially languishing on Balmorra. He disobeyed the direct orders of the incompetent Moff Broysc at the Battle of Druckenwell, turning what would have been a crushing defeat into a victory. For this he was court-martialed and it was only through Darth Baras' intervention he wasn't dismissed altogether.
  • Shadow Archetype: To the Trooper's companion Elara Dorne. A by-the-book military officer with strong adherence to rules and protocol, who comes from an Imperial military family and mechanically functions as the player's healer companion. The main difference is that Dorne defects to the Republic due to moral differences, while Quinn is a dedicated Imperial loyalist who tends to approve of more morally questionable actions that benefit the Empire.
  • Stat Stick: As a Cunning companion, can equip a vibro-knife, despite never using it.
  • Stealth Visual Pun: He has a prominent mole on his face, and he's The Mole for Darth Baras.
  • The Stoic: So much so that this is one of his near-death quotes:
    Malavai Quinn: I thought dying would hurt more.
  • Unequal Pairing: His romance definitely has shades of this. As a non-Force-sensitive human, he's the Sith Warrior's social inferior in every way (who, even if you play a non-Pureblood alien, is still implied to have some Sith blood), and some of the dialogue embraces it. Even after being married, he will still call you "My Lord" in private.
    • In one of his love letters, he says that based on a study by the Imperial military, Sith partners are 210% more likely to commit adultery, and non-Force users have a 32% increased mortality rate after marrying a Sith. But he is completely willing to accept the risk since he loves you so much and is probably trying to make up for the whole attempted-murder thing.

Jaesa Willsaam

"All my life I've put up with deceit and denial. I thought the Jedi would be different. You've shown me otherwise."

A female human former Jedi Padawan with the unique ability to sense an individual's true nature and pierce any deception, acquired after Alderaan. Notably, there are two distinct ways to recruit Jaesa Willsaam, and the Sith Warrior's choice of how determines whether she is a renegade from the Jedi Order but still an adherent of the light side, or a true dark side Sith. Mechanically, she is the class's melee damage companion. Voiced by Rachael Leigh Cook.

  • All Amazons Want Hercules: When romanced she wants to be dominated and feel helpless before her lover. It's worth noting that only the Dark Side version of her has a full "romance" path.
  • Ax-Crazy/Cute and Psycho: If Dark.
  • Bare Your Midriff: Her starting outfit. If Dark it's because she wants to wear it. If Light she wears it as most other Sith women wear such things.
  • Captain Obvious: Light Side Jaesa is this when she fights, as she will often say to whatever is trying to kill her and you "I sense your hostility!" Another of her lines is "You're not going to surrender, are you?", which is a bit hilarious when the aggressor is an animal instead of a person.
  • Combat Sadomasochist: She links pain with pleasure when Dark Side.
  • Corrupt the Cutie: Combined with Break the Cutie in order to make her evil.
  • Defector from Decadence: If Light, disgusted with the hypocrisy of the Jedi Order and in particular, her old Master.
  • Double Weapon: She uses double-sided Lightsabres.
  • The Empath: An unusual variation, in that it's an ability she can turn on and off, but Jaesa can read an individual's emotions and even their very nature through the Force.
  • Easy Evangelism: Boy, she falls easily. See for yourself (5:10 onwards).
  • Evil Feels Good: If Dark.
  • Excessive Evil Eyeshadow: The primary physical difference between Light Jaesa and Dark Jaesa is that the latter wears a lot of makeup.
  • Friends with Benefits: If the player has not pursued a romance with Vette, Light Jaesa can be convinced of the "logic" of having a powerful Force-sensitive child with the Warrior.
  • Glowing Eyes of Doom: If you reject her.
  • Happily Married: Dark Jaesa is happy about a relationship with the Warrior and even happier to get married.
  • Hero-Worshipper: Between one of two extremes; Light Side Jaesa admires the Light Sith Warrior for being a paragon among their kind, and an example of what she believes are the best qualities of both the Jedi and Sith. Dark Jaesa revels in the Dark Side, along with all that it entails, and admires the Dark Sith Warrior for embodying the pure chaos and "evil" of the dark side.
  • The Infiltration: If Light, Jaesa decides to do this when she joins you... sort of. Rather than trying to bring the Empire down from the inside, she and the Light Side Warrior conspire to redeem it from the inside by attaining positions of power and then using their influence to get rid of all the evil policies and practices. Her companion quest involves finding a group of Sith who secretly follow the Light path and helping them avoid discovery and execution.
  • Interplay of Sex and Violence: The Sith Warrior is offered several opportunities in the romance arc to belittle Jaesa and she's either aroused or takes it in total stride. Dark Side Jaesa fantasizes about being dominated, told what to do, and treated violently after the marriage (and even before it).
  • Mind Screw: You can cause her to have one if you're neutral when you try to turn her to your side; she's legitimately confused at how a Sith's actions and heart can be so grey that their actions are "unknowable". This also lets you decide if she stays light or if you corrupt her.
  • Mutually Exclusive Party Members: With herself in an odd twist. If you're light she'll stay light. If dark, she'll become dark. Either one has completely different personalities and reactions.
  • My Biological Clock Is Ticking: At the end of the romance arc she literally offers her womb as incentive for getting married, and promises to give you as many babies as you can fill her with. Conversely, if Vette hasn't been romanced by the end of her storyline, her Light Side counterpart accepts the "logic" of letting the Warrior procreate with her.
  • Not Afraid to Die: One of her battle quotes if she's Light.
  • Orgasmic Combat: She makes comments indicating this if Dark.
  • Pregnant Badass: What she wants to be at the end of the romance arc.
  • Reluctant Warrior: If Light. During combat, Jaesa will lament that she has no other option but to kill whatever she's fighting, and when her opponent dies she sadly recites "There is no death, only the Force..." She will also mention on Taris that she doesn't like killing Jedi, which is understandable.
  • Shadow Archetype: To Kira Carsen. Both have similar personalities (Brash, not afraid to speak their mind, and like combat) but opposite backgrounds: Kira was groomed to be one of the Emperor's "Children" but fled and joined the Jedi after experiencing genuine kindness from the Jedi, Jaesa could have been a great Jedi but fell (possibly to darkness) after being let down by the hypocrisy of the Jedi. If anything, she's what Kira would have become if her mentors and the rest of the Jedi Council hadn't been as kind and supportive.
  • Skilled, but Naïve: Light-side Jaesa tends to come off as this.
  • Teacher/Student Romance: As your apprentice, a romance with her ends up being this.
  • The Tease: Her entire romance arc is based on emotional lust without immediate physical gratification.
  • Undying Loyalty: To you, her new Master.
  • Unequal Pairing: Jaesa makes a demand to be an equal as your wife, but the Sith Warrior can deny her that right and still force her to marry him. She's disappointed if that's the case, but content to at least have you. Either way, Jaesa only calls you husband in private: in public she calls you, "My Lord" or "Master."
    • Which, considering Dark Jaesa's wholehearted embrace of Sith philosophy, should not make the warrior too comfortable in his superiority. See Yandere below.
  • Unholy Matrimony: It's perfectly possible to have a happy marriage with Jaesa based on mutual affection and respect with both parties being equals; it's just that you're both evil Sith and consequently the romance predictably has dark and even villainous undertones.
  • Women Prefer Strong Men: If Dark.
  • Worthy Opponent: Becomes one for the Republic if Light.
  • Yandere: In one of her love letters to you, Jaesa admits that she planted a tracking device on you to see if you were cheating on her. It turns out that you have been loyal, and she expresses her disappointment that she will not get to hunt down and kill your mistresses.

Lieutenant Pierce

A human Imperial Trooper. Pierce joined the Imperial military out of a lust for action rather than patriotism. Reckless and anti-authoritarian, Pierce has served in the Empire's special operations division and is recruited by the Sith Warrior on Taris. Minor romance option for female Sith Warriors. Mechanically, he is the class's ranged tank companion. Voiced by Adam Leadbeater.

  • All Your Base Are Belong to Us: His sidestory consists of him and his old Black-Ops team getting ready for and eventually following through on a plan to assault the Bastion, the Republic's base of operations on Corellia. They succeed, but their efforts are undone by the Trooper and their team.
  • The Big Guy: To the Sith Warrior's crew and to his former Black-Ops team.
  • Blackmail: He managed to get his CO to authorize his transfer to the Warrior's crew by threatening to reveal that he has a Rodian mistress.
  • Blood Knight: Oh yes.
  • Captain Smooth and Sergeant Rough: Quinn as the Captain and Pierce as the Sergeant. Downplayed slightly, in that both of them are commissioned officers.
  • Do-Anything Soldier: Like all ranged tank companions, he can be a Stone Wall or Glass Cannon depending on the player's needs.
  • Drill Sergeant Nasty: Cites using this tactic on his Black-Ops comrade Sergeant Arlos as a form of Cruel to Be Kind — specifically, to avoid him becoming complacent and making a mistake that costs him his career (and probably his life as well). The Warrior can agree.
    Warrior: No officer in the military would accept his failure.
    Pierce: No Sith lord, either. Could be Arlos' head if he doesn't learn.
  • Elites Are More Glamorous: He's a Black-Ops trooper.
  • Foil: To Quinn. Both are commissioned officers in the Imperial military and both kick a lot of ass, but that's where the similarities end. Pierce is The Big Guy in both size and role, speaks with a working-class accent and serves as a ranged tank, whereas Quinn is of average build and height, speaks in a typical posh-sounding Imperial accent and serves as a Combat Medic. Where Quinn is big on the chain of military command and approves of being respectful to Baras and those above you in rank, Pierce dislikes having to be polite to people higher in rank who don't treat him or you with respect, and approves of taking the mickey out of Baras and the like. And while Quinn has divided loyalties and becomes The Mole for Baras, Pierce remains fiercely loyal to the Warrior, and makes it clear he wouldn't have joined them even if they gave him the chance.
  • Friends with Benefits: His romance with a female Warrior. Both parties seem purely in it for the sex.
  • Genius Bruiser: He's a good strategist and clearly has more brains than any three Imperial mooks put together. This is part of his reason for rebelling against authority — his superiors don't leave him room to think and plan on his own and seem to expect him to follow every order given, to the letter.
  • Glory Hound: It was hunger for glorious battle that drove him to enlist rather than patriotic fervor.
  • Hero of Another Story: In his storyline, he and his Black Ops team help General Rakton (the Big Bad of the Trooper's storyline) take over the Bastion in Corellia, which becomes his personal fortress. Of course, the Trooper undoes all of that eventually and he never directly interacts with Havok Squad (mostly because it would probably cause some issues if he were to be killed off-screen).
  • Lower-Class Lout: His working-class accent and Hot-Blooded nature are a clear contrast to the higher ranking Quinn's calm and sophisticated demeanour.
  • Military Maverick: His default personality and the central reason why he and Quinn don't get along.
  • Not Afraid to Die: His response to facing certain death on Taris is to calmly update the Warrior that he and his men may come up short of killing a full battalion of Republic soldiers.
  • Properly Paranoid: His dislike of Quinn is eventually vindicated: Quinn has been working as a mole for Baras for a long time. Pierce notes that for some reason he wanted to stick a gun to Quinn head the moment they met, and now he knows why.
  • Putting the Band Back Together: His personal storyline is about getting his old Black Ops team back together for a raid led by General Rakton.
  • Rank Up: As of Fallen Empire, he is now Major Pierce.
  • Reassigned to Antarctica: As far as Pierce is concerned, being stationed on Taris was this in the extreme. He doesn't specify who he ended up pissing off to get assigned there, though it likely stems from his issues with authority.
  • Shadow Archetype: To Sergeant Fideltin Rusk. Both are special forces soldiers with Blood Knight tendencies in their countries' respective militaries. Both refuse to back down from a fight or show signs of weakness. Both kick serious ass despite a relative lack of rank. Both end up joining the personal crew of the best Knight/Warrior of the Jedi/Sith orders.
  • Space Marine: Meets all the criteria except for actually being called a Marine.
  • The Spartan Way: Imperial Special Forces was a harsh training ground.
  • Sociopathic Soldier: Talks fondly about using prisoners as target practice.
  • Terse Talker: Early on. As the Warrior earns his respect, he opens up to them.
  • Up Through the Ranks: If his demeanour, modus operandi and equipment are an indication.
  • War Is Glorious: He's big on this concept.


A Talz commando who joins the Sith Warrior on Hoth. Mechanically, he's the Sith Warrior's melee tank companion.

  • Ax-Crazy: He really likes killing things. And not always for valid reasons either.
  • Berserk Button: Betrayal. Ever since his fellow Talz overthrew him for being too violent a leader, this has been a sore point for Broonmark. His response to betrayal, no matter how grave, is to kill the offending party in a nasty fashion.
  • Blood Knight: His philosophy in a nutshell.
  • Catch Phrase: "We must cleanse the clan!" Spoken whenever the Warrior is betrayed by someone close to them.
  • Defector from Decadence: Played with. Broonmark actually fought for the Republic as the leader of an elite commando unit comprised entirely of Talz, but when his General Ripper traits became too much for his men, they mutinied. Working for the Empire, however, is more out of his respect for the Warrior, and to destroy the Republic.
  • Enemy Mine: With the entire Empire via his loyalty to the Sith Warrior, on account of their opposition to the Republic, which he intends to destroy because he believes they were responsible for pacifying his people. He doesn't seem to really care about its ideals or its long-term goals.
  • Even Evil Has Standards: Broonmark hates betrayal so much that it's the only Dark Side action the player can lose influence with him for committing. He is also genuinely insulted when offered a chance to turn on you and work for the bad guys.
    "You insult us. We do not betray. Our vow is forever. Our vow is always."
  • The Exile: He was booted out of his community for being a murderous psychopath among a race of relatively peaceful creatures.
  • Extra Eyes: Two of them, totaling to four. One, however, appears to be blind.
  • I Gave My Word: He makes a promise to stand by your side, and intends to stick to it.
  • Invisibility Cloak: He uses a Stealth Generator as an NPC, which he stops using once he becomes your companion.
  • It's Personal: Whenever you or he suffers betrayal, this trope comes into effect. He's already in the middle of it when the player first meets him, chasing down his old unit to take revenge for their mutiny, and is driven to murderous intent when he learns the truth about Baras and subsequently, Quinn.
  • Mighty Glacier: He's big, strong, and tough, and he's the Warrior's melee tank companion.
  • My Species Doth Protest Too Much: The Talz are generally a race of Gentle Giants. Broonmark despises his clan's pacifistic nature and they in-turn treat him as The Dreaded.
  • Proud Warrior Race Guy: Subverted. Broonmark thinks the Talz were like this once, but other Talz don't demonstrate any aspects of this trope. Broonmark claims this is the Republic's fault, thinking they pacified his people because the Talz weren't peaceful enough for their tastes. (Though in fact, the truth of the matter remains unclear.) His codex mentions he had hoped to bring the Talz under his command around to his way of thinking, but they preferred being peaceful and replaced him with his lieutenant.
  • Social Darwinist: According to his Codex entry, he didn't feel any sadness for his father's death in the wilds of Alzoc III, but instead was rather disappointed in him for being weak.
  • Strange Syntax Speaker: He refers to himself in the first person pluralnote  and prefers to call people by their titlesnote . Other Talz demonstrate this trait as well.
  • Talk to the Fist: Greatly prefers fighting to negotiating.
  • True Companions: Talz live a communal, clan-based lifestyle that favours group cooperation and asks that all members protect each other — and you'd better believe Broonmark is a family man. His definition of clan extends to all the companions you gathered previously and people you work with closely like Baras. Protecting and showing affection for your companions earns you his respect, even if other honourable actions don't. Betrayals from within said clan push his Berserk Button, as you can imagine.

    Supporting Characters 

Darth Baras

The Sith Warrior's master. A cruel and manipulative Sith Lord, Baras was an ambassador to Alderaan during the peace talks at the close of the war. He hates Jedi, viewing them as hateful hypocrites that betrayed their own beliefs. He was instrumental in the Treaty of Coruscant, having been the original author. Voiced by Jim McCance.

  • Affably Evil: He only threatens and/or warns the Warrior to watch themselves if they deliberately take the mickey out of him. If they're polite to him, he'll be polite right back. Compare these two responses to him accepting you as his apprentice and Baras' reactions:
    Sith Warrior: Took you long enough.
    Darth Baras: Do not mock me, acolyte.

    Sith Warrior: I am your humble servant, Master. I kneel before you.
    Darth Baras: Rise up, my apprentice!
  • Acrofatic: At first, you'd be tempted to think Baras fights like a sorcerer, and he does show skill with lightning, yet his class in the actual boss fight you fight him in is Sith Warrior, complete with acrobatic jumps and leaps.
  • Badass Long Robe: His main attire, complete with absolutely massive shoulder pads.
  • Bad Boss: He isn't averse to killing minions, though he usually reserves it for when he feels there is no alternative and tries to make sure that his men die with dignity. On his bad days, he's much, much worse. His relationship with you can vary from being relatively cordial if you show him respect or relatively strained if you get snappy with him.
  • Bald of Evil: Once he removes his helmet.
  • Believing Their Own Lies: His Villainous Breakdown reveals he genuinely believes that he is the Emperor's Voice — or at least he ended up believing it.
  • Big Bad: For the Sith Warrior storyline.
  • Big Brother Worship: Darth Ekkage thinks very highly and has nothing but praise for Darth Baras.
  • Bullying a Dragon: The Warrior gets several opportunities to rib and jibe and poke fun at him, often in a real snarky way; if they do this too often, he'll remind his back-cheeking apprentice of the power discrepancy at work.
    Baras: Mind who you're dealing with. As lethal as you must be to become a Lord, a Darth is the embodiment of death. Don't forget that.
  • The Chessmaster: He's almost always scheming towards his goals.
  • Chronic Backstabbing Disorder: It doesn't matter how much or how well his agents have served him, he'll still kill them off at even a hint of trouble, or just because they could be usefully thrown away. This ultimately destroys him when he goes after the Warrior for long-range preemption.
  • Cool Old Guy: He was already pretty old by the time of the signing of the Treaty of Coruscant.
  • Cruel Mercy: If the Sith Warrior chooses not to kill him, he'll either be imprisoned or exiled to some asteroid in the edge of the galaxy so that Vowrawn can laugh at him whenever he wants.
  • Dangerously Genre Savvy: Baras is quite the competent schemer. You get an early taste of how slick he is when he sends you to kill Tremel (if Tremel won the fight he would have destroyed his own plans, if you won Tremel would be dead and he would potentially have a powerful new soldier). He keep tabs on everybody of importance including his own apprentice (isn't that right Quinn?) and works quickly to neutralize any potential problem, no matter how far-fetched and unlikely.
  • Equal-Opportunity Evil: He doesn't seem to care whether or not you're an alien. As long as you can get the job done, he's not complaining. That and it's not like he's going to let you live for long.
  • Evil Mentor: To the Warrior.
  • Family Business: Darth Ekkage comments that betraying loyal minions is a family tradition... not to mention being Sith.
  • The Faceless: The purpose of his mask is to prevent anyone from seeing his facial expressions, making him more unpredictable. When he removes his mask during his final duel with the Sith Warrior, it's a sign that he really has snapped.
  • Fat Bastard: He gained a significant amount of weight sometime after Threat of Peace.
  • Hoist by His Own Petard: Baras has spent decades building up an enormously complex network of spies and allies. It all comes crashing down when he engages in a completely unnecessary betrayal of the Warrior. Whatever intricate future logic was driving Baras' decision, the risks clearly outweighed the rewards. He just couldn't help himself.
  • Large And In Charge: He's big all-around and he's your boss.
  • Large Ham: The man seems incapable of chewing the scenery whenever he talks to you.
  • Manipulative Bastard:
    • In The Threat of Peace, he tried to use Dar'Nala's own machinations to sway Satele over to the Dark Side, but didn't succeed.
    • In the Warrior's Chapter Two, he tricks his master, Darth Vengean, into re-declaring war on the Republic before the Dark Council was ready to do so, allowing Baras to assassinate and replace Vengean on the Dark Council as well as enabling Baras to lead the Empire into war.
    • In the Warrior's Chapter Three, he convinces most of the Dark Council that he is the Emperor's Voice despite not having any real proof, manages to convince Quinn to try to assassinate the Warrior, and tries to trick the Warrior into believing that the Emperor's Hand are the real traitors to the Emperor.
  • My Greatest Failure: Failing to realize that his closest Sith ally was actually Jedi Master Nomen Karr in disguise until it was too late to prevent his escape.
  • Non-Action Big Bad: Baras is quite old (and fat) for a Sith Lord and leaves field work other than torture to others. Unsurprisingly, he's not a very tough match for the Emperor's Wrath once the Wrath cuts through all of his guardians and Lord Draahg. Especially compared to the Inquisitor's nemesis Darth Thanaton.
  • Not So Stoic: He's normally rather composed and polite, though being a Sith Lord, he gets really scary when he's pissed off, which can lead to this gem during the end of the prologue.
    Sith Warrior: I feel your anger, Master.
    Darth Baras: A blind, deaf, comatose lobotomy patient could feel my anger!
    Vette: Okay, I'm officially scared.
  • Properly Paranoid: It depends. If you play the Sith Warrior as a treacherous apprentice waiting to stab him in the back, then his decision to betray you is sensible. Of course, he still betrays you even if you're loyal.
  • The Spymaster: He has an extensive spy network that stretches throughout the galaxy.
  • The Starscream: To his own master, Darth Vengean.
  • Thicker Than Water: Despite their backstabbing ways, Darth Ekkage and Darth Baras truly appear to actually love each other. His first act as a Dark Council member is to free Ekkage, and she out outright states that her loyalty is first and foremost to her brother: not the Emperor or the Empire. The Hands claim her death greatly enraged Baras.
  • The Usurper: His ultimate plan is to take over the Empire by posing as the Voice of the Emperor.
  • Villainous Breakdown: Suffers a really nasty one, changing from confident mastermind to screaming lunatic when you finally defeat him in front of the Dark Council, who now see him as a joke.
    • And then there's the above incident with the failed interrogation, which shows you just how much of an angry psychopath he can be. Not that it stops his apprentice from potentially chiding him on it.
      Sith Warrior: Wow, nice lungs!
      Darth Baras': Mind your tongue, before I cut it out!
  • War Hawk: He along with Vengean, would like to see the war with the Republic resume, and has a plan to do just that. This is despite the fact that he's the author of the Treaty of Coruscant.
  • Worthy Opponent: He sees Nomen Karr as this, despite claims to the contrary. If the player has him killed, Baras admits he feels strange to be rid of him, but adds that a good Sith is always cultivating new ones.
  • You Don't Look Like You: He looks very different compared to his appearance in The Threat of Peace webcomic.
  • You Have Outlived Your Usefulness: A fair amount of the people he sends you to kill tend to be agents that he considers disposable or he sees as potentially compromised. This should be fair warning about his eventual plans for you.

Nomen Karr

Darth Baras’ longtime enemy and the primary opponent of Act One. Karr is a veteran Jedi Master who, in his youth, touched and triumphed over the dark side in order to infiltrate the Sith. Baras still hates him because of the deception. Recently, Karr has come dangerously close to exposing Baras’ spy network within the Republic, thanks to his new Padawan, Jaesa Wilsaam.

  • All There in the Manual: If you read his codex entry, his fall to the dark side is unsurprising.
  • Arc Villain: He's your antagonist of Act I.
  • Bitch in Sheep's Clothing: From the moment you first speak. He apparently lied to his men about exactly who they were tracking.
  • Cruel Mercy: Once defeated, you can send him back to the Jedi Council so that they see how far he's fallen. Alternatively, he can be handed off to Baras, who will guarantee him a slow and painful death.
  • Deadpan Snarker
    Warrior: I’m not here to kill you.
    Nomen Karr: No, I’m sure you’re here to play pazaak.
  • Disc One Final Boss: The primary threat in Chapter One, who soon becomes forgotten aside from a brief mention or two in Chapter Three.
  • He Who Fights Monsters: Maybe. It’s possible he was Evil All Along and used the infiltration of the Empire as a convenient excuse to indulge his dark side tendencies. A Light Side Warrior can tell Jaesa that they sense that his connection to the Force is actually flawed, and Master Timmns later confirms this, but it’s never expanded upon.
  • Irony: He took Jaesa as his Padawan so that they could expose people’s true natures. His true nature is very different from what he displays outwardly. He is, at least, self-aware enough to manipulate her into never using her abilities on him.
  • My God, What Have I Done?: Undergoes this if the Warrior successfully goads Jaesa into attacking them, securing her fall to the dark side.
  • Pride
  • Villainous Breakdown: A spectacular one at the end of Act One. The further you fight him, the further he taps into the Dark Side, even using Force Choke in battle.
  • We Used to Be Friends: With Baras.

Darth Vengean

Darth Baras's master and member of the Dark Council, who urged the Empire to continue persecuting the war against the Republic. Appears in Chapter Two and oversees the enactment of Plan Zero. Becomes an Unwitting Pawn for Baras's ambitions.

Darth Vowrawn

Darth Vowrawn is a charming and sophisticated elder statesman who has served on the Dark Council for decades—no small feat in the Empire, where the tenure of new Council members is often measured in weeks. (The events of the game, inside and outside the Sith Warrior storyline, bear that out.) His passionate, almost hedonistic pursuit of challenge is well known among his peers, who have learned never to underestimate his cutthroat enthusiasm. Vowrawn revels in the game of conquest and Sith power plays, driven to euphoria by all the rich details of his favorite sport. Many upstart Sith have attempted to best Vowrawn over the years through a variety of strategies, from complex schemes to bluntly direct surprise attacks. Although some scored temporary victories, Vowrawn's talent for adjusting his strategy on the fly has left him the final victor in all these confrontations.

He is the main antagonist to Baras during the third act. As such, he becomes your ally on and access to the Dark Council.

  • Affably Evil: He's polite, charming and funny, but he's also a Sith Lord.
  • Benevolent Boss: He's probably the only Dark Council member to actually show any type of concern for his soldiers and bodyguards. So much so that the first thing he says when you meet him is ask you to spare them. He thought you were still working for Baras and was sent to assassinate him.
  • Beware the Silly Ones: He's a 76-year-old Sith Lord and has been a Dark Council member for decades. He might be funny and charming, but just for keeping himself alive to his golden years in a Chronic Backstabbing Disorder society like the Sith, never mind while holding such an enviable position, he is hardly someone you want to take your eyes off of.
  • Chekhov's Gunman: That giant statue back on Dromund Kaas, which remains unfinished because its slave builders rebelled? That's his likeness. It doesn't bear much resemblance to him and he doesn't mention it at all when you finally meet him, probably because one of his apprentices commissioned it.
  • Deadpan Snarker:
    Darth Baras: Your champion is failing, Vowrawn. And you'll be next.
    Darth Vowrawn: Is that coming from you or the Emperor, Baras? It's hard to tell the difference.
    Darth Baras:: Don't mock me, fop!
  • Equal-Opportunity Evil: On one hand, as the head of the Sphere of Production and Logistics, he's supposedly in charge of the Empire's oppressive slave trade. On the other, he's one of the few Dark Council members who doesn't support the Empire's typically anti-alien attitude.
  • Evil Mentor: Becomes one to the Sith Warrior.
  • Evil Sorcerer
  • Foil: To Darth Baras. Baras is a usually serious Fat Bastard who's content to let his minions do the hands-on parts of his schemes and has no qualms sacrificing them at the slightest hint of their position being compromised. Vowrawn is an animated, perpetually smiling old Sith hidden in the front lines of battle and is enough of a Benevolent Boss to willingly sacrifice himself in place of his followers. Baras gives praise sparingly and rarely interacts with your crew members besides Quinn, while Vowrawn finds them delightful. Vowrawn is still loyal to the Emperor, Baras is not.
    • Not So Different: They're both progressive when it comes to accepting aliens into the Sith and both enjoy political machinations. At some point before the Cold War, Vowrawn even wore a mask similar to Baras'.
  • Witness Protection: In Shadow of Revan, the Emperor's Hand turns on Vowrawn, possibly because he's been doing some digging on them. He vanishes to the uncharted Rishi Maze dwarf galaxy, though not before warning the Warrior that they're being watched.

Overseer Tremel

The Sith Warrior’s first master. Tremel is the one who orchestrated the Warrior’s early arrival on Korriban...defying Darth Baras in the process.

  • Affably Evil: For a xenophobic Sith, he treats the Warrior well and will even use his last words to tell the Warrior that he’s proud of them.
  • An Arm and a Leg: If you let him live, he chops off his hand so that you have evidence for Baras. Evidently he gets it replaced by the end.
  • Back for the Finale: If spared, he will appear again during your final confrontation with Darth Baras.
  • Even Evil Has Loved Ones: He and his daughter, Escala, though if you spare him and tell her about it, he'll kill her to preserve his secret.
  • Fantastic Racism: While he’s not as obviously unpleasant about it as his fellow Overseer (and good friend!), Harkun, he’s a traditionalist who greatly opposes the inclusion of aliens and former slaves in the current Sith Order. His main problem with Vemrin isn’t that he’s incapable or weak - it’s just that he’s ‘half-blooded’, a term rarely used by any other Imperial. Bear in mind that Vemrin is both strong in the Force and a fellow human, one of the privileged races of the Empire, and Tremel comes across as especially mired in tradition. Even the Warrior can call him out on this.
    Warrior: So, you’re an elitist snob?
    Tremel: You say that like it’s a bad thing.
  • Out-Gambitted: By Baras.

Lord Draahg

An apprentice of Darth Vengean, who really serves Darth Baras.

  • Co-Dragons: Briefly with the Sith Warrior to Darth Baras since the end of Chapter 2, until Baras and Draahg betray the Warrior during the beginning of Chapter 3.
  • The Dragon: To Darth Baras. He's an old-school version of the trope as well; if you can take him out his boss will present no challenge.
  • Fate Worse Than Death: He takes great pride in his resistance to being killed. Then the Warrior dumps him into an inferno and leaves him there. If the player's companion, Dark Jaesa will revel in his prolonged screams being a suitably awful way for him to die. Except he stays alive even as his eyes are burned out.
  • Friendly Enemy: Constantly refers to the Warrior as "friend" even after the two of them become enemies.
  • Nigh-Invulnerability: He believes he cannot be killed—and not without reason. The specifics are never elaborated, but it allowed him to survive, in the past, gutting, being thrown into space, and other grisly fates. In the story proper, he survives being thrown into a fiery pit long enough for Baras to retrieve him. The Warrior manages to kill him for good without needing to do anything fancy though. Probably.
  • Obfuscating Stupidity: According to his Codex entry, his main strategy for surviving Sith power games is to appear to be too weak to be considered a threat.
  • We Can Rebuild Him: He eventually ends up being rebuilt as a cyborg for his final confrontation.

Commander Rylon

Baras's agent on Balmorra, with the public face of a resistance agent.

  • Even Evil Has Loved Ones: Genuinely cared for his son.
  • He Knows Too Much: Ultimately the reason he is killed as the Jedi have become aware of him being a possible sleeper agent and Baras is afraid of him being captured and revealing information Baras would like to keep hidden.
  • Face Death with Dignity: He faces his death by your hands with incredible honor, knowing full well that this was his inevitable fate.
  • Foreshadowing: Commander Rylon is a loyal operative of Baras and has been so for decades. But Baras has him killed because he is potentially compromised and he might potentially harm Baras if caught; not because Rylon failed in his duties in anyway. Kind of keys you into Baras's long term plans for your ass; you have done so much of his dirty work, know where a lot of bodies are buried (figuratively and literally) and even though you accomplished all of his tasks he set before he tries to have you killed because you might pose a problem sooner or later.
  • Let Them Die Happy: You can tell him that his son was courageous in his final moments rather than the truth, in which his son was quivering in a puddle of his own urine.
  • The Mole: In the Balmorran Resistance.
  • Undying Loyalty: Feels awful for all the actions he had to commit against the Empire to hold his position and proclaims his everlasting loyalty to Baras in his final moments.

Lord Rathari

Baras's rival and an upstart Sith Lord protecting Agent Dellocon.

  • Arc Villain: For the Sith Warrior on Nar Shaddaa.
  • Back for the Finale: If you spared his life, he appears again during your final confrontation with Darth Baras.
  • Graceful Loser: After you defeat him, he admits his belief that you will be the one to defeat Baras.
  • Hollywood Cyborg: He's got cybernetics like a fair amount of Sith, though they're pretty light compared to others
  • Just You And Me And My Guards: When you finally confront him, he decides that you're not worthy of a one-on-one duel and calls his personal guard. Of course, you can also potentially have a squad of Republic soldiers that you can call upon.
  • Kick the Dog: Kills your agent on the planet by Force Choking her.
  • Wrong Genre Savvy: Believes he will be the one to defeat Baras.

Sith Inquisitor

     Sith Inquisitor & Companions 

The Sith Inquisitor

"The true power of the dark side... it is claimed by many, yet known by few. My potential promises so much more. I know that treachery can break even the mightiest foe. And, for those who study its secrets, the Force offers... unlimited power..."

An Imperial slave discovered to be strong in the Force, the Sith Inquisitor is sent to Korriban to become a Sith or die trying, and subsequently delves into the darker mysteries of the Force. The female Sith Inquisitor is voiced by Xanthe Elbrick, and the male by Euan Morton.

  • A Father to His Men: On Corellia, the Inquisitor can express their frustration with having to balance internal bickering with Thanaton against fighting the Republic, and can vow to not allow any more Imperial personnel to die on their account.
  • Adventurer Archaeologist: The Inquisitor spends a lot of their time tomb raiding or otherwise searching for Sith relics.
  • An Adventurer Is You
  • Agony Beam: Force lightning can be used in conversation.
  • All Girls Want Bad Boys: If Dark Side, the Inquisitor can invoke this, suggesting to Ashara that this is why she's attracted to him.
    Inquisitor: Of course [you're attracted to me]. I'm the kind of man the Jedi Council has been warning you about your entire life.
    • One of his subordinates in the cult, Rylee, also express an attraction to him, but actually following through with it requires taking a dark-side action.
  • Almighty Janitor: Averted. When the Inquisitor joins the Dark Council, one of its members objects to a mere lord being a ruler of the Sith. Darth Marr says it doesn't matter and makes the Inquisitor a Darth on the spot anyway.
  • Ambiguously Evil: Light Side Inquisitors come across as this.
    Andronikos: I just can't figure you out, Sith.
    Inquisitor: That's that way I like it.
  • Apologetic Attacker: Light side options frequently try to avoid conflicts unless forced to. Likewise, throughout the feud with Thanaton, the Inquisitor has the option to state that it's not personal, you are simply tired of his repeated attempts to murder you.
  • The Apprentice: The Inquisitor's storyline starts with them as an nearly arrived acolyte on Korriban, competing to become the new apprentice for the up-and-coming Lord Zash. "Apprentice" is even awarded as a title upon reaching that part of the story.
    • Lord Zash often uses this as her nickname for the Inquisitor, even after she's trapped in Khem Val's body and forced to serve them instead.
  • Awesome Moment of Crowning: At the end of the Inquisitor's Class Quest, s/he is made a member of the Dark Council by the other members, who give them a Darth name based on their Light/Dark Side rating (Darth Nox if Dark Side, Darth Occlus if neutral and Darth Imperius if Light Sided).
  • Badass Baritone: The male Inquisitor has more of a Badass Tenor, but his voice is still deep enough to qualify.
  • Badass Bookworm: As befitting their archetype, the Inquisitor spends a lot of time reading and researching about ancient artifacts. They also become the Keeper of Knowledge and all that entails.
  • Badass Boast: The following introduction;
    Inquisitor: I am the heir of Lord Kallig and Tulak Hord, and Master of the Dead.
    Inquisitor: I just exploded and rendered your master unconscious. You don't want to test my patience.
  • Berserk Button: The Inquisitor can have this reaction to being called a slave.
    • During the Kaggath, they can call the gathered Sith slaves to their dogmatic rules, practically spitting the word.
  • Black Cloak: A good number of your armor sets feature this.
  • Boring but Practical: A Lightning Sorcerer with Khem Val. Khem is a tank with good AOE threat and a personality focused on violence. The Lightning Sorcerer has massive burst damage including chained AOE's and can also shield and heal Khem. Leveling from 10-50 can best be described as "apply shields, send Khem at the meanest mob, nuke everything before it notices you, prop Khem up as necessary." You may never use another companion but things will die while you won't. And at least stuff blows up.
  • Bunny-Ears Lawyer: The Light Side Inquisitor is seen as such by just about everyone s/he meets. Imperials, Republic forces and independents alike are consistently taken aback by her/his unexpected level-headedness, tendency to honor promises and occasional displays of genuine compassion, and most of them obviously think s/he's more than a little bit weird compared to other Sith they've met in that regard.
    • Even the Dark Side Inquisitor has shades of this, though whereas the Light Side Inquisitor is rational and compassionate, the Dark Side Inquisitor is zany, hammy, and just a little bit crazy. They are still, however, very dangerous.
    • According to the Inquisitor, people are rarely insane, they're just "differently rational".
  • Butt Monkey: Downplayed, but the Inquisitor's storyline frequently has them get knocked on their ass by some sort of enemy or trap.
  • Catch Phrase:
    • "You have my complete, undivided attention."
    • "I really am the best."
    • "Just show me where the fun is?"
    • "Murder and mayhem await!"
    • "There will be no survivors!"
  • Chain Lightning: One of the Inquisitor's abilities.
  • The Chessmaster: Light Side options tend to invoke this, opposed to the Dark Side options.
  • Chronic Back Stabbing Disorder: Can engage in this should you so choose. It's the Sith way, after all.
  • Cloudcuckoolander: Several of the Inquisitor's dialogue options suggest this.
    • Obfuscating Stupidity: ...though it's also implied the Inquisitor is acting like this deliberately to make people underestimate them.
  • The Chosen One: A deconstruction. While the Inquisitor is strong in the Force and becomes a phenomenally powerful Sith in ways no one else could accomplish including getting a number of do-overs on schemes that should have killed them thanks to their ancestor, it's rare to find anyone who will acknowledge this.
  • Co-Dragons: With the apparent death of the Emperor, Darth Marr and the Inquisitor become the de facto leaders of the Dark Council at the end of the Rise of the Hutt Cartel, each controlling one resource that the other (and the Empire) needs to survive.
  • Comedic Sociopathy: [Shock him] is a valid Dark Side dialogue option. Very often.
  • Cult: Establishes one on Nar Shaddaa, as part of a much larger gambit to destroy Lord Paladius' influence.
  • Curb-Stomp Battle: How the final battle against Darth Thanaton ends. The Inquisitor withstands the Yamato Cannon of Sith Lightning, one-handedly deflects lesser blasts, stops Thanaton's lightsaber attack in mid-strike, slams him into a wall, uses telekinesis to force him to kneel in abject humiliation, and then beats him an inch away from death off camera. The other Dark Council members visibly react to this awesome display of power in silent awe.
  • Cutting Off the Branches: Their race is implied to be human in the book Annihilation. Their gender and alignment are still left unclear, though.
  • The Dark Arts: A master of the more mystical aspects of the dark side.
  • Dark Is Not Evil: It's certainly possible to play a Light Side Inquisitor to the point where the Light Side Inquisitor is often more rational and diplomatic than many Jedi they might face.
  • Deadpan Snarker: Gets a lot of opportunities to act like this.
    • The Snark Knight: One could even suggest that every word out of the Inquisitor's mouth is pure, unadulterated sardonicism.
    • Stepford Snarker: Hinted at. When Ashara wonders what you wish you could have been if not a Sith, one response is;
    Inquisitor: (Quietly) I'd have settled for "Not a slave"...
  • Deal with the Devil: In Rise of the Hutt Cartel, Inquisitors of all alignments have the opportunity to be the devil and can demand that Darth Acina, a fellow Dark Council member, pledges allegiance to them in exchange for finding the Dread Seeds that were lost on her watch. There's a few flirt options with her for males (which amount to Belligerent Sexual Tension), and if you so choose, you can flat-out stab her in the back if you chose the Dark Side Option during the quest line climax, sending a rather clear message of "Welcome to the Dark Council, sucker."
    • Asskicking Equals Authority: She's not the only one. Play your cards right, and you forge another alliance with Darth Marr, another (and far more influential) Dark Councilor, at the end of the Makeb storyline, but that's less of a Deal with the Devil and more mutually beneficial after cleaning up the Makeb mess. There's also Darth Mortis, whose respect you earned simply by kicking Thanaton's ass, and Darth Decimus, who supports the Inquisitor's ascendance to the Dark Council after cleaning up the Imperial military's mess on Corellia.
  • Double Weapon: Assassins specialize in a double-bladed lightsaber.
  • The Dragon: Definitely can be considered one to Lord Zash.
  • Elemental Barrier: Static Barrier, which forms a sphere of lightning around them.
  • Evil Chancellor/The Good Chancellor: Your eventual fate depending on whether you play dark or light-sided.
  • Evil Sorcerer: Naturally, especially the actual dark-side Inquisitors.
  • Expy: The Sorcerer advanced class channels Palpatine and Count Dooku, while the Assassin is based on Darth Maul. Both seem to be based upon Exar Kun.
  • From Nobody to Nightmare: From slave to Dark Councillor to be precise.
    • And they may be more frighteningly powerful than that. The Inquisitor at Level 50 has a superhuman body (exactly what the Rakata machine did is unclear, but it is certainly a radical alien "rebuild"), whatever unprecedented mental strength they picked up on Voss and however many Sith Lord ghosts they keep. And being in control of Thanaton's sphere of knowledge on the Council, no other Sith knows about the true extent of what the Inquisitor has done to themselves. They also have a monopoly on a Star Destroyer-sized superweapon design that lets single ships kill fleets. For all that, the Inquisitor is still a quite young Sith.
  • Five-Man Band
  • Foil: To the Warrior's rival on Korriban, Vemrin. Vemrin, like the Inquisitor, is a former slave who has fought and clawed every step of the way to Sithhood on pure hard work and merit, is driven by ambition to rise to greatness and power, and holds the privileged upper-crust Sith heirs in disdain. Like a Dark Side Inquisitor, he is ruthlessly pragmatic and charismatic, and he's not afraid to try for the odd assassination if he thinks it will up his chances. But, tellingly, he lacks one important quality that makes the Inquisitor move From Nobody to Nightmare, and leaves him as a mere Starter Villain: cunning. Vemrin's inability to outthink or outmaneuver the tests in front of him ultimately results in him challenging the Warrior head-on, with messy results.
    • Very notably to the Sith Warrior. The Warrior is a scion of a powerful Sith bloodline and was shown much favoritism upon entering the Academy, with only Baras, their own master, being their real threat amongst the Sith. The Inquisitor was a lowly slave who was derided by everyone in the Academy and had to claw their way to the top of the Sith power ladder, with lots of opposition from other Sith. While the Warrior can display signs of cunning and intelligence, they are primarily a Blood Knight who prefers leaping into combat head-first; the Inquisitor is primarily a manipulator who'd rather stay out of the fray, either by flinging lightning or skulking in the shadows. The best example is that, although they are on the same level of importance to the Empire, the Sith Warrior is the chief enforcer and executioner of the Leader of the Empire, while the Sith Inquisitor is one of the leaders of that governs the system.
  • Freaky Fashion, Mild Mind: The Light Side Inquisitor. So. Very. Much.
  • Gentleman Wizard: The Sith equivalent.
  • Give Me Liberty or Give Me Death!: Present for either alignment. Dark-Side Inquisitors embrace the Social Darwinist aspects of the Sith Code as a method of taking power to keep themselves free from slavery. Light-Side Inquisitors are still staunch believers in the Sith Code, but view passion, strength, and victory as the best tools for liberating not only oneself, but others as well. It's particularly noticeable during the Kaggath, when Thanaton begins the duel by quoting the first four tenets, one of the dialogue options is "Don't forget the rest".
    Inquisitor: Through Victory, my chains are broken. The Force shall free me.
  • Good Cop/Bad Cop: In the prologue, a Light Side Inquisitor can convince an imprisoned acolyte in possession of knowledge that he's the good cop... and the only good cop around for miles and miles (maybe for lightyears!), so if the acolyte doesn't start talking, someone else will conduct the next interrogation...
    • A Dark Side Inquisitor just tortures the information out of him.
  • Guile Hero: Has shades of this, particularly during the Kaggath, as Thanaton's Dark Council resources vastly outmatch their own.
  • Hair-Trigger Temper: If Dark, the Inquisitor often shocks people over the smallest missteps.
  • Healing Shiv: Magical variant - Sorcerers can use the Dark Side of the Force to heal and aid allies.
  • Heroic RROD: The Inquisitor finds out the hard way, and at the worst possible moment, that this is what happens when you try to bind more than one Force Ghost to yourself, setting the plot of Chapter 3 in motion.
  • Hidden Depths: As noted above, numerous individuals comment on the strangeness of a Light Side Inquisitor. Conversely, people underestimate the sheer cunning of the Dark Side Inquisitor, despite them nominally just being a power-hungry Sith.
    • During one conversation with Ashara, the Inquisitor can reveal that they always wanted to be a pirate, or a shopkeeper. Alternatively, maybe they would have settled for "not a slave".
  • Immortality: Of the Resurrective Immortality variety. So long as at least one ghost is bound to the Inquistor, they cannot be killed, except by the ghosts themselves.
    • In Shadow of Revan, they come across ancient Sith devices that extends their lifespan by several solar cycles. They're given the option to either devote resources into seeking immortality or move onto other projects.
    • It's also not at all clear what the Inquisitor signed up for with the Rakata machine that rebuilt their body. They might be biologically immortal and in any case know where to find Mother again...
  • Improvised Weapon: On Corellia, the Inquisitor takes down Thanaton's guards at the museum using zoo animals!
  • The Infiltration: Similar to the Light Side Sith Warrior, a Light Side Inquisitor tells Ashara that that Empire needs "sane rulers" in order to ensure peace. The Inquisitor begins putting money where their mouth is in a big way as Darth Imperius in Rise of the Hutt Cartel.
  • Insistent Terminology: It's subtle, but the Inquisitor seems to prefer the term "Servant" for individuals or populations who either willingly choose or are forced to submit to Imperial authority. Given their backstory, it makes sense why they might dislike using the word "Slave", even though it's very likely that the Empire might very well enslave some of them.
  • I See Dead People: Which is good, because the Inquisitor interacts with them a lot.
  • Jerkass Façade: Throughout most of the class story, the Light Side Inquisitor maintains this towards most everyone, except Ashara. The mask loosens a bit in Rise of the Hutt Cartel and beyond, with Darth Imperius routinely giving pep talks to the Makeb and Oricon strike teams.
  • Join or Die: After being discovered to be Force-Sensitive, they were given this option by the Sith.
  • Journey to the Center of the Mind: On Voss, in order to regain control over the restless Force Ghosts bound to them.
  • Keeper of Forbidden Knowledge: Upon ascending to the Dark Council, their domain is Sphere of Ancient Knowledge.
  • Klingon Promotion: Happens often. The Inquisitor becomes Zash's apprentice by virtue of being the last acolyte standing, then helps her pulls this on Darth Skotia. Later, the Inquisitor does this to Zash when she tries to possess them and ultimately takes Thanaton's seat on the Dark Council.
  • Knight in Sour Armor: One possibility for Light Side Inquisitors.
  • Last of His Kind: The last living descendant of Lord Kallig. A conversation with Andronikos can imply that the Inquisitor's family was still alive when the Empire invaded their world. Considering they are the sole surviving member, one can infer they were killed either during the invasion or after being enslaved.
  • Legacy Character: Is eventually bequeathed the title of the new Lord Kallig.
  • Life Drain: One of the Inquisitor's abilities.
  • Lightning Can Do Anything: The entire Dark Side Sorcerer is built around using lightning for all of life's challenges, from healing, to boss fights, to minor annoyances.
  • Made a Slave: The class's backstory. Some NPCs will frequently remind the Inquisitor of this.
  • Magic Knight: How the Assassin advanced class works.
  • Machiavelli Was Wrong: Invoked word for word by a Light Sided Inquisitor, explaining that they intend to win the loyalty of Lord Paladius' cult on Nar Shaddaa through love rather than fear.
    • Most of the Light Side options during the questlines to bring planets under Imperial control end up invoking this, opting for acting honourably and taking down La Résistance with as little collateral damage as possible, pointing out that plans that involve unnecessarily stopping to Kick the Dog only give their enemies more incentive to oppose the Empire.
  • Manipulative Bastard: Dark Side options tend to be this. Case in point, if you trick Ashara into falling to the Dark Side you can play her like a fiddle if you so desire.
  • Many Spirits Inside of One: Due to binding too many restless spirits to them via Force-walking.
  • Meaningful Name: The Darth name bestowed depending on their Light/Dark rating. Nox is because of their mastery over the dark side, Occlus is inscrutable from switching between light and dark like changing socks, while Imperius' Bunny-Ears Lawyer tactics often result in the Empire gaining strength.
  • Necromancer: Has shades of this after learning how to Force-walk. It allows the Inquisitor to bind ghosts to them, willingly or not, and feed upon their strength and power.
    • Weirdness Magnet: Explained by Lord Kallig to be a very rare Force ability that the Inquisitor possesses, allowing them to draw forth restless spirits, as well as stir up powerful emotions within them. Lord Kallig even describes the Inquisitor's presence as being that of an overwhelming pull.
  • Noble Demon: A Light-Side Inquisitor.
    • Good Is Not Nice: A downplayed example extremely light side. You do lots of good things but never leave your ruthless and manipulative nature behind.
  • Not-So-Harmless Villain: To all Sith and Jedi who deride him/her as just a slave or just another Sith.
  • One-Man Army: A rare convergence of gameplay and story, at least for the Sith Sorcerer. With their first companion being a tank and the Sorcerer having healing and strong CC in addition to single target nukes and AOE nukes, there is very little they can't manage. It's common to see one soloing Heroic areas or completing "orange" quests; packs of normal enemies up to three levels higher die in seconds.
  • Only Sane Man: The Light Side Inquisitor story can be easily summarized as one long, Running Gag where, despite your eccentricities, you appear to be the only level-headed person in the galaxy while facing off against both stereotypical Jedi and stereotypical Sith.
  • OOC Is Serious Business: Inverted. Possibly as part of their public persona, the Inquisitor is usually sarcastic, deadpan, and downright condescending at worst. The only time they can express genuine joy is when receiving surprises, meeting pirates, and being told they have to deal with bugs.
  • Order Versus Chaos: The Inquisitor, especially the light-sided Inquisitor, views the Jedi/Sith conflict primarily as this instead of Good Versus Evil.
    • A House Divided: The Light Side Inquisitor and Ashara can eventually make peaceful overtures and attempt to ally themselves with Grey Jedi, in the belief that co-existence requires both the Sith and the Jedi to change and find a balance, if there is ever to be peace between them.
  • Pet the Dog: When Talos mentions that his family hasn't heard from his brother since he went to Korriban, assuming he severed ties because they were now beneath him, the Inquisitor can choose not to tell him that many acolytes don't actually survive Sith training.
  • The Philosopher: Not as much as Ashara, but the Inquisitor does engage in several philosophical debates with her, wherein they argue either for or against the various dogmas of the Sith, the Jedi, the Republic, and the Empire.
  • Power Floats: Sorcerers, when channeling Force Storm.
  • Pragmatic Villainy: How the Inquisitor tends to justify light side choices in their story arc.
  • Purple Eyes: The Inquisitor's eyes occasionally flash this colour, particularly when using Force-Walk.
  • Psycho Electro: If Dark Side, the Inquisitor loves spamming lightning, and has a sadist streak to match.
  • Psychopathic Manchild: Possibly so. Plenty of conversation options are more befitting to an immature, impatient and naive brat than a powerful space sorceror - while always remaining recklessly violent.
    • "I LOVE presents!" (when offered one)
    • "I am not cute, I am deadly!" (when called "cute")
    • "I trust XY, he/she likes me/would never do me harm" (yeah... XY being a Sith.)
  • Running Gag: The conversation choice of "Shock him."
  • Screw You, Elves!: On Alderaan, a Light Side Inquisitor can deliver an epic verbal smackdown towards the Jedi for their Holier Than Thou attitude and dogmatic belief that any emotion will inevitably lead to the Dark Side.
    Inquisitor: I have more light than you'll ever have... and I love!
    • This attitude effectively carries over to conversations with Ashara, where the Light Side Inquisitor states that the main beef they have with most Jedi isn't that the Jedi are do-gooders, it's that they talk a good talk about love and compassion, but don't ever actually do anything because of their wooden and sometimes hypocritical adherence to dogma.
  • Shadow Archetype: To the Consular and in spades. Not only are the classes mirror images mechanically (the Consular throws rocks while the Inquisitor throws lightning), but their companions can be creepily similar inverses of each other.
    • The Consular is the only one who knows how to Force-shield the living, while the Inquisitor has an unusual talent for binding the dead. Finally, they both become members of their order's Council in the ending.
    • The Inquisitor is not without similarities with the Knight either, Both their mentors are 'gone' at the end of Chapter 1 but disappear in opposite circumstances - Orgus died sacrificing himself to help the Knight, while Zash's physical form died trying to take over The Inquisitor's body. Both of them are advised by Force Ghosts and their mentors from beyond the grave. Both have Sith lords trying to have them killed for potentially being a threat: The Emperor foresaw the Knight's victory over him, while Thanaton feared The Inquisitor would backstab him eventually.
  • Signature Move: Force Lightning, obviously.
  • Shock and Awe: Specializes in all sorts of ways to use Force lightning.
  • Shockwave Stomp: Overload, more or less.
  • Slave Brand: Possibly may have one on their face, due to their time as a slave.
  • The Social Darwinist: The Dark-side Inquisitor is an obvious subscriber towards this philosophy, justifiably so: their Training from Hell proved that only the strongest survive. If they want to keep surviving, they'll do whatever it takes to accumulate power, and those they take it from deserved to lose it for not being strong enough to stop them.
    Inquisitor: The Empire is a meritocracy. Those that can, rise to the top. The inferior are left behind.
  • Squee: While the Inqusitor is usually cool, collected and snarky, their demeanor breaks when they see their Cool Ship for the first time, rushing towards the hangar's window to get a better look.
  • Stat Stick: If you chose the Sorcerer advanced class your lightsaber rarely is used in combat and is mostly used as way to increase your willpower, endurance, etc....
  • Surprisingly Elite Cannon Fodder: During their training on Korriban, much to Harkun's chargrin.
  • Troll: Light or Dark, the Inquisitor does seem to enjoy pissing other people off. One prime example is when you are infiltrating the archives of a noble house on Alderaan your bonus objective is to corrupt the archives. When you do so the holo-images displayed in front of the computer banks change from pictures of Jedi and Senators to Sith and Imperial officers...except of the last one. That is changed to one of a pole-dancer.
  • Unusually Uninteresting Sight: After a while, the Inquisitor stops being fazed by the various strange Rituals they encounter or their interactions with Force Ghosts. Lampshaded by Athelis Kallis on Voss, who has genuine difficulty wrapping her head around the fact that the Inquisitor is so blasé about what they do?!
  • Wave Motion Gun: Later on in the story the Inquisitor becomes involved in building a super-weapon code-named Silencer. It is a laser cannon capable of one-shoting entire fleets and the first one is mounted on-board the battleship Doombringer. Considering how Thanaton originally canceled the project before you and an Imperial Moff resurrected it, rubbing the weapon's firepower in Thanaton's face is immensely satisfying.
  • We Do the Impossible: The Inquisitor has a knack for pulling these off. During their initiation to become an Apprentice, the Inquisitor completed a series of increasingly impossible tasks set by Overseer Harkun, some of which had remained unsolved for thousands of years until then. The Inquisitor even lampshades this in front of Harkun himself, which just pisses him off even further.
    Inquisitor': Yes, yes, I know how it works by now. You send me on a dangerous and elaborate suicide mission that I can't possibly survive, only for me to humiliate you when I do. Have I got it about right?
    Harkun: ... Shut up, slave!
  • When All You Have Is a Hammer: There is no problem, in or out of combat, that cannot be solved with a liberal application of Force lightning (sensing a theme yet?).
  • Why Won't You Die?: As far as Thanaton is concerned, you're just an upstart slave who hasn't died when he's supposed to. Marr even points out that for a supposed nobody, he's certainly having a really hard time killing you.
  • Wicked Cultured: Definitely. A good example is after being asked to rewire the reactors of Revan's vault on Nar Shaddaa, they let loose a Stealth Pun that actually works on three different levels.
    Sith Inquisitor: It's a good thing that manipulating power is one of my specialities...
  • Yandere: A female Inquisitor can be played as one, in regards to Andronikos.
    Fem!Inquisitor: If you ever leave me, I'll kill you.

Khem Val

"A Shadow Killer always succeeds."

The Sith Inquisitor's Dashade manservant. Mechanically, he's the Sith Inquistor's melee tank companion.

  • Blood Knight: Has extremely fond memories of conquering Yn and Chabosh with his former master, Tulak Hord. He generally approves of any action that will lead to violence, especially against strong and dangerous foes, but most particularly force-users.
  • Broken Pedestal: Subverted. Early on, Khem is upset by the fact that Tulak Hord put him in stasis and never came back for him, but it's only a temporary disappointment.
  • Don't You Dare Pity Me!: Helping him during his fight with Zash for his body incurs an affection loss. Telling them to fight it out pleases Khem.
  • Fish Out of Temporal Water: Khem frequently comments on how different things have become since the days of Tulak Hord, usually with a negative attitude.
  • Genius Bruiser: He may be uber-violent but take careful note that he identifies as the legendary Tulak Hord's closest ally. He knows more about the ancient Sith than any archeologist on Korriban and has keen instincts about Force users and the shortcomings of the current Sith Empire. Mostly that it is too much scheming, hierarchical Empire and not enough eat-or-be-eaten Sith.
  • Good Is Not Soft: For an ancient Sith war beast who fantasizes about eating people, he's surprisingly easy for a Light Side Inquisitor to keep happy this way. What he's allergic to is weakness.
  • Happiness in Slavery: His time with Tulak Hord. In one of his companion quests, an old friend even mocks him by accusing him of loving his old master.
  • Hidden Depths: Guess what his favorite gift is? Weapons or trophies, given his love of death, right? Wrong. He actually prefers cultural artifacts to either, which is an important hint that he's much more intelligent individual than he lets on.
  • Human Popsicle: He was placed in stasis by Tulak Hord until the Inquisitor awakened him.
  • I Fight for the Strongest Side: He agrees to serve the Sith Inquisitor after s/he defeats him in combat, due to a force bond that ties him to the victor. For the moment, anyway...
  • I'm a Humanitarian: He's rumored to have devoured over a thousand Jedi in his lifetime. Dashade live for a long time, especially when cryogenic preservation is involved.
    • Horror Hunger: Khem's hunger is never sated. He lives for feeding off of Force-users and, from some of his location comments, ordinary people as well.
  • Jerkass: At first, Khem Val is loudly suspicious of the Sith Inquisitor because he believes that the Sith Inquisitor has much too high an opinion of his/her own abilities, and Khem Val also believes that the Sith Inquisitor is a poor substitute for Tulak Hord. Of course, the Sith Inquisitor eventually proves him wrong, earning his respect.
  • Just Eat Gilligan: His general approach to dealing with Force-users in your way is to attack and kill them. You can try ordering him to eat Harkun and Ffon when they try to take credit for the McGuffins you retrieved, which pleases him, but Zash arrives and defuses the scene before he can
  • Mutually Exclusive Party Members: Of a sort with Lord Zash. Towards the end of his character missions, the Inquisitor takes part in a ritual that ultimately decides which consciousness takes sole control of Khem's body.
  • Older Than They Look: Khem Val is thousands of years old.
    • One might think it's because he's been in a type of stasis field for centuries, but his kind don't die of old age.
  • Sealed Badass in a Can: Courtesy of Tulak Hord, although it was only meant to be temporary.
  • Shadow Archetype: To Qyzen Fess. An incessant predator who seeker greater and more dangerous prey and comes to believe that the player is an avatar or successor of someone he reveres. The main differences are that Qyzen prefers non-sentient prey and won't hunt someone who can't fight back. Khem just prefers whatever sentient "lunch" is tastier.
    • He is also one to T7-01 and Kira Carsen. Like T7, he is many centuries old, but for Khem this is due to him being in a stasis chamber for years, whereas T7 is a droid and doesn't age. Opposite to T7 serving the Jedi — most notably Ven Zallow — and hero worshipping the Jedi as a whole, Khem Val once served the Sith Tulak Hord and admires the Sith for their Social Darwinism. While T7 get's along with the Knight from the onset, Khem Val fights the Inquisitor once he's freed and only serves him/her because of the bond they form by defeating him in combat, and intends to devour them when the time is right; when the Inquisitor gains his respect, he loses this. He and Kira both refer to The Knight/Inquisitor as Master, they both have a love for battle (but Kira doesn't take it as far as Khem), they both had a master before the Knight/Inquisitor and finally, they both had Sith lords in their heads at one point, the Emperor for Kira and Zash for Khem which they both break free from with the Knights/Inquisitor's help.
  • Sharing a Body: With Lord Zash of all people!
  • Tsundere: Type A in a very weird and non-romantic way. Don't get the wrong idea "Little Sith"... it's not that he likes you or anything; you're just a powerful Lord he can serve.
  • Undying Loyalty: To Tulak Hord, his long dead former Master.
    • At the end of his character missions, he acknowledges you as the heir to Tulak Hord's legacy, and dedicates himself to serve you until your death, at which point he will guard your tomb and your legacy.
  • When All You Have Is a Hammer: In all fairness, his role as bodyguard and assassin to Tulak Hord (and later you) is the only reason a powerful Sith would even need someone with his unique talents. Even lampshaded when you fend off some mouthy acolytes on the way out of the Sith Academy on Korriban.
    Inquisitor: Khem, what is it you do to Force Users, again?
    Khem Val: I consume them and spit out their bones.

Andronikos Revel

"Where I come from, man takes your dignity, you break his teeth."

A human ex-pirate, attempting to hunt down the members of his mutinous former crew, and recruited on Tatooine. Potential love interest for female Sith Inquisitors. Mechanically, he's the class's ranged damage companion. Voiced by Steve Blum.

  • Ace Pilot: One of the few pirates to pilot their own ships. Aboard the Fury, he hangs out in the cockpit, and if the Inquisitor asks him to in an early conversation, he will be very happy to pilot it.
  • Badass Baritone: He's voiced by Steve Blum with the classic Steve Blum voice. What do you expect?
  • Badass Normal
  • Battle Couple: With a female Sith Inquisitor, if romanced.
  • Crippling Overspecialization: If the player is a Sorcerer, Andronikos is the ranged damage dealer companion to the biggest nuker in the game. It makes for very brief fights, one way or another.
  • Dangerous Deserter: He used to be a Captain in the Republic Army until an SIS agent got his squad killed, causing him to hate the Republic and turning to a life of piracy.
  • Fire-Forged Friends: Obviously with the Inquisitor, but there's distinct offscreen bonding with Ashara. Judging from her offhand remarks, he's taken something of a big brother role.
  • Gangsta Style: With Guns Akimbo, either both sideways or cross-armed.
  • Guns Akimbo: He uses two blasters as his primary weapons.
  • The Gunslinger: Like all other dual-pistol DPS characters.
  • Guttural Growler: Not surprising, considering who he's voiced by.
  • I Call It "Vera": Averted. He prefers not to name weapons, to avoid becoming too attached.
  • I Gave My Word: Although a first-order Blood Knight who always sulks when he doesn't get to shoot something, Andronikos is a man of his word, whatever his arguments to the contrary, and he will always gain respect for a player that acts honestly and keeps his or her promises.
  • The Mutiny: He was jettisoned in an escape pod after a smuggled Sith relic began to erode his crew's sanity. The Inquisitor finds him in the process of systematically tracking down and murdering said crew.
  • Not in This for Your Revolution: While he started out with the Republic military, he has no personal stake in the war, nor any loyalty to either faction.
  • Rebel Relaxation: His standard pose aboard your ship.
  • Roaring Rampage of Revenge: What you find him in the middle of doing.
  • Scary Black Man
  • Shadow Archetype: He is as brooding, violent, and anti-authority where Felix Iresso is cheerful, nice, and loyal. Both of them also have horrible run-ins with Sith artifacts. In Revel's case, everyone but him was affected. Felix is just going to have to live with the aftereffects of his run-in. However, both men are bluff and honest fighters who prefer to fight from a distance.
  • Space Pirates: His former career, as Captain and pilot of the Sky Princess. Mostly a Type 1, but his standard emotes include an "Aye aye, Captain."
  • Tattooed Crook: Sports a rather large tattoo on his face.
  • Unholy Matrimony: The Inquisitor's a Sith Lord who can electrocute people for funsies. Andronikos is a vicious and murderous pirate. As far as he's concerned, both of them are perfect for one another.

Ashara Zavros

"Passion, peace. Strength, knowledge. Power, serenity. Victory, harmony. Freedom, the Force."

A Togruta Jedi Padawan whom the Sith Inquisitor encounters on Taris, manipulates into falling from the Jedi Order, then guilts into joining the Inquisitor's band. Ashara is the token light-sider in the group and remains a dedicated adherent of Jedi principles despite her new company... initially, later embracing Sith principles while still adhering to a vision of hope and peace. Romance option for male Sith Inquisitors. Mechanically, she's the class's melee damage companion. Voiced by Azura Skye.

  • Action Girl: She's a Jedi who dual-wields lightsabers.
  • All Girls Want Bad Boys: Notable for being a deconstruction; while she still falls no matter what, her relationship with a dark-side male Inquisitor certainly speeds up the process.
  • The Apprentice: Becomes one of two to the Inquisitor.
  • Babies Ever After: If romanced by a male Inquisitor, desires to get married and raise their children after the War.
  • Balance Between Good and Evil: Her general philosophy.
  • Battle Couple: With a male Sith Inquisitor, if romanced.
  • The Chick: One of the only Inquisitorial companions who cares much for how people feel.
    • She's also the only chick physically in the group. Emphasis on physically.
  • Dual Wielding: Dual-wielding lightsabers is her style of choice.
  • Evil Feels Good: Not so much evil as emotion in general, which the Jedi teach is extremely dangerous, but Ashara finds she enjoys indulging her passions and emotions.
  • Expy: Basically a fallen, older Ahsoka Tano.
  • Face-Heel Turn: Far more subtle and nuanced than usual for Star Wars, Ashara does fall from Jedi ways and embrace the core principles of the Sith as time goes on, but in a way that makes her a poster child for the light-side Sith concept.
    • Ashara's fall makes her pragmatic and open to sacrificing innocent people for her personal (and sometimes selfish) interpretation of the greater good. She won't kill a room full of innocent children For the Evulz; however, she would kill a room full of innocent children if their deaths would ensure a lasting peace between the Empire and Republic. Ashara will commit and support atrocities if the sins actually lead to something tangible and worthwhile for galactic society.
  • Fire-Forged Friends: Obviously with the Inquisitor, but it's strongly emphasized there's an offscreen friendship with Andronikos. He teaches her how to pilot the ship and even helps her choose presents to give to the Inquistor.
    • It's completely averted with Zash, who comments that Ashara is cautious and untrusting when the two are working together.
  • Fish out of Water: She's horribly out of place in the Inquisitor's retinue and service to the Empire in general.
  • Good Is Not Soft: She is very results oriented. In a polar opposite of Khem Val's first love of nasty carnage, she approves of rational behavior even if nasty despite training and identifying as a Jedi. She draws a hard line at For the Evulz Dark Side behavior and is downright baffled by Sith backstabbing their masters/apprentices/whoever.
  • Heel Realization: It takes her a while, but she does eventually realize she's become a Sith at heart.
    Ashara Zavros: "The Jedi's refusal to do what's necessary, to fight... it makes them weak. The Jedi will never beat the Empire if they don't take the offensive. And they'll never win peace either if the Empire can't respect them. Peace is a noble goal... but it's not a means to an end."
    Sith Inquisitor: "So you're saying, 'Peace is a lie?'"
    Ashara Zavros: "When it comes to making real change? Yes... I guess I am."
  • Hesitant Sacrifice: For all her talk about the Jedi ideals, Ashara greatly fears death. There are two occasions in the story when she believes death is imminent (the Inquisitor using Lightning torture and her ghost ancestor taking revenge), and in both instances she pleads to live, offering anything and everything she has if someone spares or saves her.
    • When her health is low, her dialogue is a very frantic cry for help.
  • Hot-Blooded: Ashara's desire and passion for defeating evil puts her at odds with her more patient Jedi masters, and plays a part in her fall.
  • The Ingenue: She's been raised by ultra-conservative Jedi since a baby. She's never been in a romantic relationship before, and is emotionally awkward when the Inquisitor pursues her. Her first time, with the Sith Inquisitor of course, practically seals her eternal loyalty to him.
  • Interspecies Romance: Since Togruta were not a playable species until 2015, her romance with a male Inquisitor primarily resulted in this trope regardless of what species the Inquisitor is of.
  • In the Blood: She is the descendant of a Jedi-turned Sith who served Revan. It is because of her connections to an ancient Sith Lord that the Inquisitor manipulates her in order to gain access to her ancestor's ghost.
  • Morality Pet: Particularly if the Inquisitor is male and/or dark-sided—the Inquisitor, who is normally quite harsh and brusque even when played light-sided, is far more well-mannered and kind towards Ashara than just about anyone else s/he meets. It's even reflected in the Male!Inquisitor's voice acting: normally his voice is harsh and quite cruel or else dripping with snark, but when he's talking to Ashara his voice becomes much softer, with nearly all traces of the harshness and snark disappearing. She is also the only person the Inquisitor can discuss their feelings about being a slave with openly, in a voice that all but states they aren't as invulnerable as they suggest.
    • Morality Chain: For a Light Side Inquisitor, who can inquire about learning the Jedi's perspective in order to find a balance between their two philosophies. Likewise, they can admit that the reason they want Ashara around is to keep their Pragmatic Villainy in check.
  • Not So Different: The foundation of her discussions (and romance) with the Sith Inquisitor. Both are young (intended ~ 20) potent Force Sensitives for whom that and their location of birth has determined everything. Training was not a choice and both are transparently bad fits for their respective Orders with little respect for authority or tradition. Now in the Sith Inquisitor's interpretation of the Sith Empire, they're free to do whatever they can get away with.
  • Only Sane Man: Considering the company she keeps? Yes.
  • The Philosopher: She enjoys examining religious and philosophical dogma, and providing her own two cents on them. A major reason why she falls in love with the Sith Inquisitor is because he is the first master to actually respect her views and not treat them as blasphemous or ignorant. She eventually spends considerable time comparing and combining the core teachings of Jedi and Sith.
  • The Pollyanna: A true Jedi and fervent believer in their code while surrounded by one of the more unpleasant group of companions in the game. Even after she falls, she remains an eternal optimist, but concedes that she is not as much of a Jedi as she was before she met you.
  • Rescue Romance: One of the two ways you can choose to meet her, though only by the loosest definition, since the Inquisitor sets the attack up himself.
  • The Rival: Averted. Despite the Inquisitor having two apprentices, there doesn't seem to be any rivalry for their approval or philosophical disputes between them. They appear to simply ignore each other... although while idle on the Inquisitor's ship, Xalek seems to have taken up a position next to the conference room, allowing him to keep an eye on both Khem Val and the engine room where Ashara dwells.
  • Shadow Archetype: To Nadia Grell. Nadia's arc is someone who was not trained from infancy learning how to temper her passions and work within the Jedi Code. Ashara's arc is all about trying to break free of the confines of the Jedi Code and work with her passions. Both of them hero-worship their masters, and are romantically interested if the Consular/Inquisitor is male. Though, one suspects the two of them might actually get along very well if they weren't on opposite sides.
  • Stockholm Syndrome: Not quite as overt as Vette, but Ashara joins the Dark Side Inquisitor under violent circumstances, possibly including a staged Rescue Romance, electrical and paranormal torture, blackmail, and brainwashing. She eventually comes to idolize and become infatuated with her captor.
    • Less present but still there with the Light Side Inquisitor, who after all does manipulate her into letting him into the Jedi Enclave.
  • Take a Third Option: Even after she stops insisting she's a Jedi in your conversations, Ashara never officially becomes Sith. She comes to realize she doesn't know what she is... and doesn't care.
  • Teacher/Student Romance: Like the other apprentices for the other force-users, she's a romance option for males.
  • Token Good Teammate: You better believe it. Even after she becomes Sith, she's by far the most light-sided member of the retinue.
  • Tsundere: Non-romantic example. Swings between regarding the Inquisitor as automatically evil due to the fact they're Sith and seeking validation of her ideas from them. Disappears fairly quickly when romanced however.
  • Well-Intentioned Extremist: She wants to end the war between the Empire and Republic, and believes this can be achieved by creating mutual acceptance between the Jedi and Sith. She is also quite willing to be complicit in war crimes if she is convinced that this will advance the cause somehow. Revan would be proud.

Talos Drellik

A human male of the Imperial Reclaimation Service, the Empire's military branch that focuses on acquisition of long forgotten technologies, ancient artifacts, and Force history. A somewhat eccentric, though highly knowledgable and renowned archaeologist, Talos Drellik joins the Sith Inquisitor on Hoth. While lacking Force sensitivity, he has a tremendous passion for Sith history and information. He seeks knowledge for the simple sake of uncovering knowledge, and tends to brush off the notion that some things are just too evil or dangerous to learn about. Mechanically, he is the class's healer companion. Voiced by Edward Hibbard.

  • Absent-Minded Professor: He states that he's been looking for an old relic for quite a while, only to find that it's been in his back pocket the whole time. Insulting him generally causes him to naively brush it off or flying completely over his head.
  • Adorkable: He's just so enthusiastic about his work that it's really quite endearing. Especially on the rare occasion a female Inquisitor gets to flirt with him.
  • Adventurer Archaeologist: He's more Archaeologist than Adventurer, but the fact that he willingly delves into Sith tombs seeking out Artifacts of Doom is commendable.
  • Badass Bookworm: He's not much of a fighter, but he's still useful in a fight.
  • Cain and Abel: Didn't get along with his brother, who left to become a Sith.
  • Combat Medic: He's a skilled medic, but freely admits he's not much of a fighter and would prefer to stay out of the fray.
  • Fandom Rivalry: Invoked. He's very impressed by the Inquisitor's discovery of the legacy of Tulak Hord, even though personally, he's always been something of a Naga Sadow man himself.
  • For Science!: Not exactly science but Talos doesn't really seem to care about what use his finds are put to as he seems to seek out knowledge for knowledge's sake alone.
  • Haunted House Historian: He's an expert on Ancient Sith Tombs, which have a tendency to attract all manner of weird.
  • I'm a Doctor, Not a Placeholder: Invoked word for word; he's a doctor, not a fighter.
  • It Belongs in a Museum: Fervently believes this. He's somewhat distraught when the Inquisitor is forced to destroy the Sadow'een Temple in order appease a ghost, though the Inquisitor can let him take detailed holorecordings before they begin.
  • Military Brat: Mentions his family have been in the Imperial Military for several generations.
  • Shadow Archetype: To Tharan Cedrax, the scientist who will study anything but Force-related archaeology and Jedi/Sith history. They're both of the opinion knowledge is morally neutral and that nothing is too dangerous to learn. Neither of them are overly fond of fights, preferring to throw kolto at the Force User to keep them doing the heavy lifting.
  • Stat Stick: As a Cunning companion, can equip a vibro-knife, despite never using it.
  • Temple of Doom: He explores Sith tombs for a living.
  • Token Good Teammate: He's actually less threatening than Ashara for the most part and in a party consisting primarily of brooding violent individuals, he is cheerful, friendly and always willing to help out. His major overt sin is seeking out knowledge, no matter the cost. Even then, he tends to frown on cruelty and arrogance.
  • Younger Than They Look: Despite the wrinkles on his face, he's 27.


A male Kaleesh Sith Acolyte, and the Sith Inquisitor's Apprentice who joins on Korriban late in the story. Mechanically, he is the Inquisitor's ranged tank companion. Voiced by Tony Armatrading.

  • The Apprentice: The Inquisitor's Sith Apprentice.
  • Blood Knight: His understanding of the Sith Code can be summed up as "Kill or be killed".
  • Deity Of Kaleesh Origin: Xalek's ultimate goal is to be one, explaining that the Kaleesh believe that after they die, their greatest individuals will become gods in the afterlife. He considers the Sith akin to gods who never die.
  • Beware the Quiet Ones: When you get your first look at him, Harkun tells you that he was left alone with two of the other apprentice candidates and killed them both in cold blood.
  • Cutting the Knot: His solution to one of the Sith trials is to let the other apprentices go acquire the object of the quest, then walk in when the other apprentice is about to present the prize to Overseer Harkun and the Inquisitor, kill him openly in front of the two Sith, pick the tablet up, and calmly hand it to the Inquisitor.
    Xalek: Your carving, my lord.
  • Double Weapon: He uses the double-bladed lightsaber as his weapon.
  • Eleventh Hour Ranger: Xalek appears so late in the story he doesn't add anything to the overall plot, other than being the Inquisitor's authentic apprentice (because Ashara isn't evil enough). Other companions gave advice or made contributions to the Inquistor's eventual victory as the story moves on, but Xalek joins well after the decisions are made and doesn't do anything in cut scenes that involve the entire crew.
  • Even Evil Has Loved Ones: He mentions that before his capture, he often joined his family worshipping at the shrine of his great-great grandfather and his two wives, who led an outnumbered force to victory in the Kaleesh clan wars. He also rushes to the side of his father, who lies dying on Ilum, to bury him and thus facilitate his ascent to godhood. It is a touching moment.
  • Made a Slave: Much like the Inquisitor, he started as a slave of the Empire.
  • Malevolent Masked Man: Wears the traditional mask of the Kaleesh.
  • Only Known by Their Nickname: Since Harkun can't be bothered to pronounce his actual name, he's simply known as Xalek or Bone-Face. For his part, he accepts being called the former.
  • Proud Warrior Race Guy: The Kaleesh fit this trope more than some in-universe examples, including the Trandoshans, Mandalorians and Gamorreans, and Xalek fits this trope more than most warrior race companions. Despite being a Sith and one of the more merciless of your companions, Force sensitivity and becoming Sith have not dampened Xalek's commitment to honour and battle in the least; he makes liberal use of his double-bladed lightsaber and Force powers in battle but falls back on his personal warrior instincts in complex situations, caring nothing for power plays or subterfuge. In fact, one of the only Light Side options he actually approves of takes place on Ilum, in which you convince a bunch of Kaleesh to pledge themselves to the Empire.
  • The Quiet One: Several characters, including the Inquistor, remark that he rarely says anything unless prompted for a response.
  • The Rival: Averted. Despite the Inquisitor having two apprentices, there doesn't seem to any rivalry for their approval or philosophical disputes between them. They appear to simply ignore each other... although while idle on the Inquisitor's ship, Xalek seems to have taken up a position next to the conference room, allowing him to keep an eye on both Khem Val and the engine room where Ashara dwells.
  • The Stoic: Xalek's words are like his actions: blunt and to-the-point.
  • The Strategist: When he talks, it's usually to advise the Inquisitor about geographical features and tactics that may give them the edge in battle.
    • As noted above, his chosen position on the ship allows him to keeps an eye on both Khem Val and Ashara.
  • Underrated And Overleveled: He shows up towards the end of the story at whatever level you are (which at that point should be late-40's at least), but he's straight out of the same academy program the Inquisitor graduates from at around level 10.
  • Undying Loyalty: With maxed affection, he swears to guard you and your children with his life.
  • The Unpronouncable: His actual name is "Xivhkalrainik", but none of his instructors could pronounce it.

    Supporting Characters 

Lord Zash

A human Sith Lord who is trying to unlock the secrets of Tulak Hord's ancient artifacts. She takes the Inquisitor on as her apprentice. Voiced by Jen Cohn.

  • Affably Evil: To quote the lady in a spoilery way:
    "I very nearly changed my mind about the ritual, you know. I genuinely like you. But it was either you or me, and, well, I don't like anyone that much.
  • Age Without Youth: She usually keeps it hidden behind a glamour, but Zash's body is running out of time, and she looks it.
  • Benevolent Boss: She treats the Inquisitor with a strange kind of affection though you can quickly point out that it just seems to be her way of making you do all her grunt work and everyone around you can clearly see past her bullshit.
  • Bitch in Sheep's Clothing: She acts all nice, motherly, and understanding... but will backstab and kill you while still being nice, motherly, and understanding.
  • Blondes Are Evil
  • Cast From Lifeforce: The youthful illusion she projects is her true age, but due to heavy and prolonged use of the more dangerous Dark Side techniques, she's been left as a wizened hag, with her body on it's last legs. Her urgency to collect the artifacts of Tulak Hord and steal the Inquisitor's body is due to her time rapidly running out.
  • Dreaming of Things to Come: Not unusual for a Force-user and she believes firmly heeding the visions they show.
    • Prophetic Fallacy: Her interpretations of her visions and the actual truth are never quite the same thing, though. The Force has a will of its own, after all. Most notable in the first encounter with Kallig, and becomes a running theme from that point on.
    • In some cases she flat out lies to people, like when she told the Inquisitor that s/he was destined to be empowered by the artifacts s/he has been hunting when they're the pieces of a Grand Theft Me ritual. Or when she told her followers that she had a vision the Inquisitor would kill her and bring new life to the Sith because she planned to kill and possess them and still wanted her subordinates service.
      • On the other hand, it could be interpreted that Zash wasn't actually lying, but had instead merely misinterpreted the vision. She actually did see the Inquisitor kill her and later bring new life to the Sith... however, she just assumed she was possessing the Inquisitor's body at the time.
  • Equal-Opportunity Evil: She comes across as this compared to the rest of the otherwise rather racist Imperials. Most of the other Sith on Korriban will deride the slave-born (possibly alien) Inquisitor. However Zash seems to care for none of this, seeking only the most accomplished Acolyte for her apprentice, without caring about anything but skill and Force potential. Later, she admits that the real reason she asked for force-sensitive slaves to train in the first place was due to a dream she had, showing that only the Inquisitor would be able to aid her in her research, and, by extension, give her a new body and the means of taking it.
  • Foil: To your first instructor, Harkun, who's a complete Jerkass, but ultimately makes you strong through adversity and comes to support you during the power struggle with Darth Thanaton. Meanwhile, Zash is good at pretending to be on your side, but she ultimately means to take your body and your life.
  • Glamour Failure: She loses her youthful appearance when she confronts the Inquisitor, her body having finally run out of time.
  • Grand Theft Me: Zash wants your body... and not in the way you might hope if you haven't read an earlier trope.
  • It's All About Me: When the Inquisitor stops her Grand Theft Me attempt and Zash is rerouted into Khem Val, she rants about why the Inquisitor couldn't have just let her murder and possess them.
  • Klingon Promotion: The Inquisitor's first task as Zash's apprentice is to murder her immediate superior, Darth Skotia. After his death, she manages to talk his superior into giving her the now vacant Darth title, the relic she was trying to obtain... and his larger office.
  • Mutually Exclusive Party Members: Of a sort with Khem Val. Towards the end of Khem's character missions, the Inquisitor takes part in a ritual that ultimately decides which consciousness takes sole control of his body.
  • Obviously Evil: In a weird sense. She's perfectly friendly and courteous, which is so out of character for a Sith Lord that many other characters are convinced she's up to something.
  • Refuge in Audacity: Her plan for dealing with her rival - or rather, having you deal with her rival in a way that doesn't blow back on either of you - amounts to this. An apprentice barely out of the Academy taking down a full-fledged Darth? Haha, yeah, pull the other leg.
  • Restraining Bolt: Upon finding herself in Khem's body, she initially wants to begin her attack on the Inquisitor once more, only for her former apprentice to smugly point out that since the Dashade is bound to them, she can't harm them even if she wanted to.
  • Sealed Evil in a Can: Her ultimate and final fate.
  • Sharing a Body: With Khem Val, but not intentionally. She wanted the Inquisitor, and none of this "sharing" nonsense.
  • Shoulders of Doom: Particularly pronounced since she gets the standard set of ridiculously huge shoulder pads. On her rather petite stature, they almost double her width.
  • Showing Off the New Body: Inverted. Though Khem Val's body is much less attractive than her old one, she ends up learning to enjoy its brute power by the end of his companion questline, enough to try to keep it for good.
  • Villainous Breakdown: She freaks out once she finds herself trapped in Khem Val's body, raging at you and your Dashade for botching her ritual.
    • She's also furious when you become Dark Councilor and speaks of it with barely-hidden resentment.
  • Voices Are Mental: Uses her own, albeit distorted, voice while speaking from inside Khem Val.

Darth Skotia

A cybernetic Sith Lord and a sort of rival for Lady Zash.

  • Badass
  • Bald of Evil
  • Bodyguarding a Badass: He has a group of Trandoshans who follow him due to him possessing a tablet of their goddess, the Scorekeeper.
  • Bullying a Dragon: Upon meeting him, one possible response to his lengthy diatribe is a glorious two-man taunt with Khem Val.
    Inquisitor: "What do you think? Can you eat him?"
    Khem Val: "It is more machine than man, I think. Bad for the digestion."
  • Darth Vader Clone: Complete with the "more machine now than man" line.
  • Genius Bruiser
  • Hidden Depths: Zash was surprised to find a bunch of advanced research in his chambers.
  • Hoist by His Own Petard: When you confront him, you can use the tablet you found earlier to sic his own Trandoshan bodyguards on him. Of course, Skotia is smart enough to not have bodyguards that are stronger than him.
  • Hollywood Cyborg: To a greater degree than most cyborgs in the game. There's very little of his organic body left beyond part of his head and brain. This is why the device used to cripple him won't work on other cyborgs the player encounters.
  • Jerkass
  • Meaningful Name: Ancient Greek for "darkness."
  • Mind over Matter
  • Warm-Up Boss: For the Inquisitor.
  • Worf Had the Flu: The Inquisitor greatly weakens him with an anti-cyborg device before killing him.

Lord Aloysius Kallig

A Force Ghost (or Sith equivalent) of an ancient, all-but-forgotten Sith Lord. He occasionally offers the Inquisitor advice.

  • The Chessmaster: Seems to be where the Inquisitor got it from. He's been patiently waiting for his descendant to show up and enact his plans into fruition for a few millennia!
  • Equal-Opportunity Evil: It's remarked that Kallig advocated support for non-humans. Might have even been one. If the Inquisitor is a non-human species (such as Sith Pureblood or Rattataki) it's highly likely.
  • Follow in My Footsteps
  • Genre Savvy: The standard Sith response to a problem is to throw people at it until it goes away. Kallig explicitly exploited this tendency when he woke the spirits of the Dark Temple, knowing that sooner or later the Inquisitor would be among those sent to investigate.
  • It Runs in the Family
  • Legacy Character: The Inquisitor eventually becomes the new Lord Kallig.
  • Luke, I Am Your Father: Or rather, "Inquisitor, I am your distantly related ancestor. I expect you to restore our family to glory."
  • Malevolent Masked Man: Wears a full face covering mask. On a "meta" level, this is because he is the ancestor of the Sith Inquisitor player character, and the player character can be one of several races, so Kallig is wearing a mask to make it possible for him to be human, Twi'lek, etc.
  • Missing Mom: Whomever was his wife (or wives) were. Small details about Kallig are hidden here and there, but absolutely nothing on who mothered his children or her fate.
  • Parental Neglect: He points out he could have been better with his own children and probably saved the lineage a lot of trouble.
  • Parental Substitute: Because your goals are in perfect alignment, and you're last of his bloodline, he's honestly protective and has your well-being in mind.
  • Pet the Dog: Kallig advocated aliens to be allowed within the Sith ranks. Kallig also spoke highly of his servant Jonas Escalus, even entrusting his lightsaber into his family's care until the day that Kallig's heir would come looking for it.
  • Pride: He freely admits that his arrogance lead to his downfall and often warns the Inquisitor from being overconfident in their abilities, lest they succumb to the same fate.
  • Sins of Our Fathers: He grudgingly admits screwing everything up with his death, and in a strange yet very Sith way, his helpful activities are like an apology.
  • Spirit Advisor: Serves this function to the Inquisitor.
  • Tragic Bromance: With Tulak Hord, having been friends-turned-rivals.
  • Weirdness Magnet: His spirit re-awakening caused the entire Dark Temple on Dromund Kaas to descend into anarchy as the archaeological team present succumbed to Demonic Possession, as well as threatening to wake the other powerful Sith Lords trapped inside.
  • What Happened to the Mouse?: Once you've captured the Sith Force Ghosts on Dromund Kaas, Kallig is dropped entirely from the plot. Granted he remarks about needing to conserve his power during the last appearance in Chapter 2, but you never are given the choice to absorb him or check back on the tomb. Furthermore, he doesn't make an appearance after you earn a seat on the Dark Council: something he'd certainly have been proud of. It's also possible he recognized that the Inquisitor might capture him as well and decided to get going while the going was good.
  • Worthy Opponent: Tulak Hord considered him one. This did not stop him betraying him though.

Overseer Harkun

The Sith Inquisitor’s first master, an Academy Overseer in charge of finding an apprentice for Lord Zash. A traditionalist forced to work with Force-sensitive slaves. He hates the Inquisitor from the beginning.

  • Belligerent Sexual Tension: His interactions with an exceptionally sarcastic female Inquisitor may come across as this. Even after you’re a lord and effectively outrank him, he still can’t bring himself to be entirely deferential to you.
  • Break the Haughty: He's a lot less arrogant once Zash openly bends the rules to help you out. You can either rub it in his face or thank him for making you strong in his own way.
  • Defeat Means Friendship/Defeat Means Respect: ‘Friendship’ is too strong a word, but in Chapter Two it’s possible for him and the Inquisitor to have a bet going. And if kept alive, Harkun remains their ally.
  • Drill Sergeant Nasty: He treats apprentices that come from "low-born" backgrounds such as former slaves or aliens like dirt while openly favoring humans or purebloods.
  • Facial Markings: They’re identical to Thana Vesh’s.
  • I Fight for the Strongest Side: If spared in Chapter Three, he apparently ends up siding with the Inquisitor over Thanaton.
  • Jerk Ass: He treats you like crap simply because you're a slave and possibly an alien.
    • Jerkass Has a Point: His rant about Xalek. Murder is fine in the Academy as long as you don’t get caught. That and he didn't even bother practicing subterfuge or anything resembling actual cunning.
  • Pet the Dog: If you choose the light side option when saying goodbye to him, he corrects himself for calling the Inquisitor ‘slave’, referring to them as ‘apprentice’ instead.
  • Politically Incorrect Villain: He despises the Inquisitor for being a slave (especially if they're an alien to boot). He hates Xalek (AKA: "Bone-Face") for about the same reasons. Not that it stops them from succeeding where his favored students failed.
  • Sadist Teacher: He's out to make your life a living hell, mostly by ignoring your accomplishments, accusing you of cheating or straight-up encouraging Ffon to kill you when no one's looking. Thankfully Zash eventually puts her foot down.
  • Shadow Archetype/Foil: To Overseer Tremel, who trains the Sith Warrior. Each is training a high-blooded acolyte to become the apprentice to a Sith lord, Baras and Zash, over low-born rivals who fight a deck stacked against them for the same honour (Vemrin and the Inquisitor); and the Sith Warrior has the possibility of being a Sith Pureblood like Ffon, go figure. Each is a bigot who despises slaves and non-humans, and gives their pet pupil a number of unfair advantages in the hopes of subverting that lord's present intentions. Each is found out and tricked by the respective lord; the point of convergence is that while Tremel's plan works and the Warrior becomes Baras' apprentice, he is killed in the doing, or at best fakes his own death and goes into hiding, while Harkun fails to distract Zash from the Inquisitor, but survives the death of his preferred acolyte to train another day.
  • Stealth Mentor: Intentional or not, it turns out that Misery Builds Character for the Inquisitor.

Darth Thanaton (formerly Teneb Kel)

A Sith Lord who fought in the Great Galactic War. As an apprentice, he learned the ways of the Sith under Lord Calypho and was frequently accompanied by a male Abyssin slave named Maggot. After the arrest of Lord Calypho, Kel was sent on a mission by the Dark Council to hunt down the Emperor's traitorous apprentice, Exal Kressh. After the success of his mission, Kel returned to the Dark Council and demanded to be granted the title of Dark Lord and be renamed Darth Thanaton.

  • Big Bad: He's the primary antagonist of the storyline.
  • Cutscene Power to the Max: Flying with Sith Lightning.
  • Dirty Coward: After he gets his ass kicked on Corellia in front of an audience of his peers, Thanaton runs back to Korriban to beg the other Dark Councilors for their help. Needless to say, they're not impressed.
  • Final Boss Preview: The first time you challenge him, he effortlessly defeats you in a cutscene and would have killed you had it not been for the Force Ghosts you've bound to yourself.
  • Hidden Depths: For all his obvious faults, there's more to Thanaton than was openly revealed during the story. If you remained respectful to him during the various conversations (and showed respect for the ideal Sith Code), he would show begrudging respect towards you, even indicating he regretted the mutual conflict. Before and after his death, several Sith would comment Thanaton was even admirable.
  • Hoist by His Own Petard: Thanaton declares the Kaggath against the Inquisitor because he fears dueling them after what happened the last time. The Kaggath can't be turned down and lets him use his whole power base, which is rather larger than a young Lord's. But he limits it to Corellia, which Khem Val immediately recognizes as a mistake (since the Inquisitor & friends can kill anything in front of them). It bites Thanaton hardest when he flees to Korriban - instantly losing any favor he had with the Dark Council on Korriban.
  • Hypocrite: Disparages the Inquisitor's background as a slave on a few occasions, despite having been one himself before becoming an apprentice.
  • Jerkass
  • Neck Snap: After being defeated by the Inquisitor in front of the Dark Council, Darth Mortis finishes him off by using the force to snap his neck.
  • Not So Different: Was born a slave like the Inquisitor.
  • Only Sane Man: He takes a firm stance that Sith should not be allowed to advance by killing their superiors but the rest of the Dark Council was so impressed by Zash and the Inquisitor's style in offing Skotia that they reward them anyway.
    • That said, Thanaton utterly fails to acknowledge that a Light Side Inquisitor would make a better ally than enemy and continually ignores their attempts to end the feud peacefully. Instead, he lets Moral Myopia get the better of him and pursue his revenge against the Inquisitor, even after his attempts to kill them have repeatedly failed and cost him dearly in the process.
  • Serious Business: His entire grudge against the Inquisitor is based on violations of protocol and tradition the Inquisitor wasn't even responsible for. When he argues his case in front of the Dark Council, some of whom are centuries old and were there when those traditions started, they laugh in his face.
  • Shadow Archetype: Making him a dangerous foil for the Inquisitor.
  • Shaggy Dog Story: As an apprentice, he had a Abyssian slave named Maggot who, after a talk with a Jedi, wanted to kill Teneb for his freedom. However, Maggot issued his challenge in his native language and was talked over by Teneb, who then killed him for an entirely unrelated reason.
  • Smug Snake
  • This Cannot Be!: His final words are essentially this.
  • Worthy Opponent: If you show him that you respect the Sith Code just like him, he'll come to regret having to kill you.

Imperial Agent

     Imperial Agent & Companions 

The Imperial Agent (Cipher Nine)

"Controlling an empire takes more than raw power. It takes discipline, focus, and precision. Threats must be dealt with quickly and quietly. This is the mission of Imperial Intelligence. As the Empire's most elite agent, I will trace the line between truth and treachery. And I will ensure the Empire achieves galactic domination."

A member of Imperial Intelligence fresh out of training, the Agent is sent to Hutta to persuade the crime lord Nem'ro the Hutt to side with the Empire. As a member of Imperial Intelligence, the Agent's goal to ensure that the Empire is victorious over the Republic, although some Agents have their own agendas. The female Imperial Agent is voiced by Jo Wyatt. The male Imperial Agent is voiced by Bertie Carvel.

  • Agent Provocateur: You start the game by convincing Nem'ro the Hutt to side against the Republic, and that isn't the last time you can convince a group to launch attacks on people and organizations you dislike or goad someone into a potentially foolish action.
  • Anti-Villain: A fully Light Side Agent is too nice to qualify for being a Well-Intentioned Extremist.
    • Ambiguously Evil: That said, Kaliyo comments that it takes a certain type of person to willingly choose a life where they are prepared to lie, manipulate and even assassinate others on a regular basis.
  • Amazon Chaser: Male Agents romancing Kaliyo.
  • Badass Longcoat: Agents in promotional trailers are often depicted wearing one and one can be obtained as early as the Black Talon flashpoint, which being moddable can stay useful for most, if not all of the game. Many players never even bother replacing it.
  • Badass Normal: The class was inspired by the long-standing question of what kind of non-Force user would be considered an equal in an Empire dominated by the Sith, particularly when compared alongside the Sith player characters. The answer seems to be, those who purposely train themselves to be more dangerous than the Sith due to their sheer preparedness. Later on, the Agent is indeed fully capable of taking on Jedi and Sith opponents.
    Jedi Master Gnost-Dural: Imperial Intelligence operatives are clearly just as deadly as their Sith superiors.
  • Badass Boast: The Agent gets a few good ones along the story, sometimes overlaps with Talking Your Way Out
    Imperial Agent: I've already marched across the swamps, fought Faathra's army of thugs and invaded your palace. You really think you can stop me now?
    Nohn Veyaiko: You are... confident aren't you? Perhaps I should have waited longer before striking.
  • Boom, Headshot: One of the Sniper's attacks is to fire off a powerful shot to a low-health target's head to finish them off.
  • Brainwashed: Becomes half of the plot of Chapter 2. Interestingly enough, you're still allowed to choose different responses to your triggered commands even though the Agent will always say the same thing regardless, reflecting that the Agent still has their mind.
  • Broken Pedestal: The Agent gets plenty of options to display this mindset about Imperial Intelligence once the truth behind their brainwashing comes out.
  • By-the-Book Cop: A Dark Side Agent, ironically. The Agent's dark side options usually involve obeying orders to Shoot the Dog or ruthlessly following Imperial Intelligence's standard operating procedures. Light Side Agents usually pull of unconventional solutions even when obeying orders.
  • Can't Kill You, Still Need You: If you choose to sever ties with the Sith at the end of Chapter Three, at the beginning of the Makeb story-line Darth Marr says that in earlier times he would have issued your death warrant but with the Empire in dire straits he needs someone of your proven skills and abilities to handle things on Makeb.
  • The Casanova: Male Agents can become one.
  • Catch Phrase:
    • "What's the assignment?"
    • "I am not afraid of a little challenge."
    • "Acknowledged and understood."
    • "I could use a break from the tough jobs."
    • "Let's hear some more."
    • "That will do nicely."
    • "I can't make any promises."
    • "I'll make sure to leave no survivors."
  • Cool Shades: Cyborg agents can make it part of their standard appearance.
  • Cool Ship: The Agent's X-70 Phantom is what James Bond's Aston-Martin would look like if Q turned it into a spaceship.
  • Cold Sniper: The Sniper advanced class can be role-played as such. Or you could go in the other direction.
  • Combat Pragmatist: It shouldn't come as a surprise for a class that sneaks up behind people and stabs them or shoots them in the head before they can fight back, but in the cutscenes when fighting powerful Jedi the Agent usually has to use a trick or two to get the upperhand.
  • Consummate Professional: Can be played this way.
  • Crazy Jealous Guy: The option for a Male Agent to act like this for Kaliyo comes up often enough. For instance, telling one of her exes to his face that Kaliyo's with him now, hope that's not a problem. Though given her nature, it may not be entirely uncalled for.
  • Crazy-Prepared: An obvious requirement for being a Imperial Agent.
  • Demolitions Expert: Despite being a class that focuses on stealth and accuracy, the Agent has a lot of explosive attacks. Explosive Probe at the start, then frag grenades, and as a Sniper you eventually get control codes for ships in orbit and Kill Sat. Snipers specced to the Engineering tree gain a lot of extra abilities that make things go BOOM!
  • Did You Just Blackmail Cthulhu: The Agent can resolve the situation with Darth Jadus through a mix of persuasion and blackmail.
  • The Dreaded: After dealing with Darth Jadus, the Dark Council considers Cipher Nine a credible-enough threat to their power that they force the Minister of Intelligence to initiate a brainwashing program on them.
  • The Dragon: Can become one to Darth Jadus.
    • Near the end of the storyline, the Agent is forced to become one to Sith Lord Razer. Of course, their tenure ends as soon as Razer is killed by a Jedi.
    • By the end of the Makeb story-line you become an Imperial Special Projects Commander under the direct authority of, and answerable only to, Darth Marr, who has become the de facto leader of the Empire.
  • Droid Deployer: Uses probe droids for a lot of things. Starts out with with a kamikaze like Explosive Probe, gains a Shield Probe (to mitigate damage) and a Adrenaline Probe (to restore energy) droids later. Snipers specced to the Engineering skill tree gain a Torture Droid and Plasma Probes. Operatives specced to healing skill tree use them for healing.
  • Do-Anything Soldier: The Agent is a military officer and can fill in variety of roles. Combat Medic? Sure, no problem. Sniper? Can do. Stealth Expert? Sure, why not. Artillery spotter for orbital gun emplacements? Sounds like fun. Fighter pilot? The Agent is not afraid of a little challenge.
    • Justified in that they're said to have received specialised training in multiple fields.
  • The Dog Bites Back: When the Agent starts going after the Star Cabal they respond by telling people the Agent screwed over in previous missions about their real identity and current location. The big one is Faathra the Hutt, who is rather pissed with how you made Nemro win the war between the rival Hutt clans.
  • Double Agent: You actually get this as a title in the second chapter of the Agent's story. Guess how you earned said title.
    • Double Reverse Quadruple Agent: Imperial Agents have several opportunities to do this and decide on the fly whose they're actually on, if anyone's. One of the most notable cases is Act 2 in Imperial Agent's story, where you're at least nominally an Imperial agent, pretending to betray the Empire and join the Republic, in actuality a double agent, then have your Imperial brainwashing hijacked by the Republic and actually forced to betray the Empire and becoming an unwilling triple agent until you can figure out a way to get free...and all the while you can also decide whether or not you do want to join the Republic in truth. There's an extra layer of this for a Chiss Agent, who while a member of Imperial Intelligence might not be an Imperial citizen and was (is?) part of the Ascendancy's secret police.
  • Establishing Character Moment: Dealing with Karrels Javis on Hutta. For most of the game up till that point you have been helping Javis with his problems and getting him in good with Nem'ro the Hutt; getting to know him in the process, he is portrayed as a likable and sympathetic character. In fact, he actually comes to view you as a friend. Then, without any warning, Keeper informs you that Karrels' sons got into a fight with a Sith Apprentice, one was killed and the other crippled, and Karrels has now become a liability for the Empire's plans on Hutta. You are than ordered to kill Karrels and frame Nem'ro's rival and make it look like he had Republic help. This entire incident, and how you decide to handle it, sets the tone for the rest of the Agent's story.
  • Evil Brit: Depends on how Evil you play the Agent, though.
    • The Mean Brit: Even Light Side Agents tend to mix ruthlessness and snark in equal measure.
  • Expy/Composite Character: Of Grand Moff Tarkin and James Bond.
    • Or a non-force sensitive Mara Jade.
    • Given how a Chiss agent has several unique dialog options compared to agents of other races, another possibility is Grand Admiral Thrawn.
  • Fake Defector: The Agent's mission for Chapter 2, where they pretend to be a defector following the events of Chapter 1 in order to get close to the new head of SIS.
  • Five-Man Band: The Agent and their companions:
  • Former Regime Personnel: During the section on Voss delving into the Agent's backstory, a human Agent will say they served in the military for several years before joining Intelligence.
  • Gameplay and Story Segregation: All cutscenes have the Agent with a blaster pistol, even when they're not using it. However, Agents use rifles (also visible in the cutscenes) and not pistols in actual gameplay.
  • Guile Hero: The Agent often achieves his/her goals by playing politics and manipulating third parties.
  • Had To Be Sharp: To succeed in an Empire dominated by the Sith and whose military will execute entire regiments for failure, this is practically a job requirement.
  • Honey Trap: The Agent can frequently employ this tactic.
  • Immune to Mind Control: The Imperial Agent Player Character spends most of Act 2 of their storyline mind-controlled by the Republican Intelligence to do their bidding. After this is resolved, the agent becomes immune to all forms of mind control.
  • The Infiltration: Several times in the story the Agent is called upon to infiltrate enemy or neutral organizations.
  • Instant Sedation: The sleep dart ability does this.
  • Instant Seduction: A favorite tool of the Agent, with varying degrees of success. They are a spy after all!
  • Jack Bauer Interrogation Technique: An option at times.
  • Kill Sat: A high level ability allows the Agent to use one against enemies.
  • Knife Nut: The Agent can equip a Vibroknife and as an Operative can be geared as a stealthy backstabber.
  • Mage Killer: The Agent can mention that they are trained to kill Jedi.
  • Manchurian Agent: The Agent still has their mind, but they must do whatever the person who uses the codeword "onomatophobia" commands.
  • Leave No Witnesses: The Agent is given this order on multiple occasions from high command. It's your choice if you decide to obey it or pull off an alternative solution to the problem.
  • Manipulative Bastard: You are encouraged to be one.
  • Master Poisoner: The Lethality/Virulence skill tree is all about using Poisoned Weapons and Critical Hits to inflict massive damage.
  • Mean Character, Nice Actor: Entirely possible to play the Agent this way during infiltrations. A good example of this is whilst on Hutta, where the Agent tends to play the "Red Blade" as a Loveable Rogue, while in conversations with Keeper they are more of a Consummate Professional.
    • Or more literally, if one tends to take Dark Side options whilst undercover, whilst Light Side options the rest of the time.
  • Mind Screw: Let's just say there's a certain scene in Act 2 after the IA's brainwashing starts to break your mind. It might break yours as well.
  • The Mole: For the SIS.
  • Mushroom Samba: Once the brainwashing starts to tear apart the Agent's brain in Act II, a terrifying hallucinatory sequence follows on your ship.
  • My Country, Right or Wrong: A Light-sided Agent can be played as a devoted patriot who honestly wants the best for the people of the Empire. However, in one of the light sided endings you can work as a double agent for the Republic to reform the Empire from within.
    • My Master, Right or Wrong: While the Agent can be completely loyal to the Empire, they can frequently express the opinion that the Sith are complete dangers to themselves and those around them, who need to stop interfering in Intelligence affairs and just let them do their damn jobs!
  • Not Even Bothering with the Accent: Adopts a Republic accent whilst undercover as "The Red Blade" on Hutta and when infiltrating a terror cell on Balmorra. However, during side missions that coincide with undercover work (more glaringly on Hutta, where your quest givers aren't fellow Imperials), the Agent casually speaks with an obvious Imperial accent.
  • Overt Operative: Just about every NPC Sith and Imperial officer knows who you are. And you can tell just about every one you meet you are an Imperial Intelligence officer, sometimes with hilarious results.
  • Pragmatic Villainy: The Imperial Agent's Dark Side choices aren't "eat this kitten - for fun!" like some of the other characters. The Agent is merely ruthless.
  • Pre-Mortem One-Liner: Before shooting a stumbling Jedi Master Berin Fraal into a pit of hazardous chemicals, the Agent gives off a pithy "Watch your step, Jedi."
  • Pretty Boy: Regardless of what he actually looks like, the male Agent gets called pretty at least a couple of times, including one alien woman on Nar Shaddaa and a human woman on Dromund Kaas (even if one isn't human).
  • Professional Killer: Cipher Agents specialize in sabotage, infiltration, seduction, and assassination.
  • Properly Paranoid: The Agent's introduction shows them performing a Sherlock Scan of their surroundings.
  • Putting on the Reich: Several of the Agent's armor sets embody this concept.
  • Really Gets Around: The Agent has the most one night stand options of all the classes.
  • Rogue Agent: One possible ending has you erasing any trace of your existence so you can serve the Empire any way you see fit and off the record.
  • Secret Police: In addition to conducting espionage against external threats such as the Republic, when you are operating inside the Empire's borders, your missions are to ensure stability of the Imperial government by fighting internal dissidents and terrorists.
    • Kaliyo outright says you are this whenever you enter the Citadel with her.
    Kaliyo: The people here, they're scared of you. You come, you go, you're the freaking secret police.
    • A Chiss Imperial Agent has unique dialogue revealing that before joining Imperial Intelligence, they previously were part of the secret police in the Chiss Ascendancy. They might even still be a member. note 
  • Shadow Archetype: To the Republic Trooper. Both the Trooper and the Agent are officers (one is special forces and the other is intelligence) in their sides' respective military-security establishments and both are running black-ops behind the scenes to ensure their side comes out on top in the coming war. And, if Light Side, both are patriots who struggle with the moral conundrums their work frequently foists onto them.
  • Shoot the Dog: Is often ordered to take morally questionable actions to defend the Empire. Light side options usually involve working around it.
  • Sniper Rifle: The main weapon of the Sniper advanced class. Some of those rifles are almost as long as the agent is tall.
  • Spy Ship: The X-70 Phantom is designed to look like a luxury yacht while having the combat capabilities of a heavy gunship and is fitted with all sorts of electronic warfare equipment, though Kaliyo complains about the relatively Spartan interior and low-quality rations.
  • State Sec: You're an officer in one such organization. That's right, you are role-playing as the equivalent of an SS or KGB officer.
  • Stat Stick: If going the Sniper route your combat vibroblade rarely gets used as a weapon and is mostly used to increase your Cunning and Endurance.
  • Stealth Expert: The Operative advanced class.
  • The Stoic: Likely as a result of their Intelligence training, the Agent rarely reacts with open emotion during times when they really should, and much of their class-specific dialogue portrays them as very serious and cool-headed.
  • Street Urchin: During the section on Voss delving into the Agent's backstory, a non-Chiss alien Agent will say they lived on the streets before being picked up by Intelligence, who saw "something greater" in them.
  • Sweet on Polly Oliver/Ho Yay : You know that Hunter guy who's been obsessing over you since you first met him at the beginning of Chapter 2? Yeah, about that... Regardless of the Agent's gender, their Foe Romance Subtext with Hunter can be the closest thing to SGR within the base game: the male Agent can say that they always knew that Hunter liked them romantically, then kiss her, while the female Agent may have flirted with Hunter's male projection throughout the story (though they don't get to kiss at the end).
  • Take Cover: Though the Sniper finds more use for it, both specializations of this class are able to duck into cover to cut down on incoming ranged damage.
  • Talking Your Way Out: There are many situations where The Agent is outnumbered and outgunned, but the proper conversation option can turn the odds back in The Agent's favor, making some fights a lot easier, or allowing you to skip fighting entirely.
  • Target Spotter: For orbiting battleships no less. (As of 3.0, this is only for Snipers.) Also, on Corellia, one of the Agent's class missions involves marking targets for Imperial bomber squadrons.
  • Too Dumb to Live: One of the more amusing ways to play the Agent, and there are a surprising number of dialogue options to support it. By way of example, a scene on Hutta involves the Agent meeting an informant who tells him/her to walk away quietly so as not to attract attention.
    Imperial Agent: Oh, I understand — you work for Keeper, too!
    Informant:'re an idiot.
    • Obfuscating Stupidity: Alternatively, you could also play the part of being a total dumbass when on missions, but choosing the smart dialogue options when speaking to Keeper and Imperial Intelligence.
  • Trigger Phrase: After being put in Castellan mind-shackles between Acts 1 and 2, the Agent must do whatever the person who uses the codeword "onomatophobia" commands. In the climax of Act 2, the Agent (with the help of Watcher X) uses "Iconoclasm" as the new codeword that only they can use.
  • Unperson: In the ending, if the Agent has the Black Codex, the Minister of Intelligence gives them the chance to erase their identity in order to serve the Empire without the need to answer to anyone. However, Darth Marr eventually tracks you down for the Makeb storyline, warning you that he'd have you killed if he didn't need you
  • The Vamp: Female Agents can become one.
  • Walking Armory: Maybe not quite to the same degree as the Bounty Hunter but Agents have a rifle (either a regular blaster rifle or a sniper rifle), a combat knife, a heavy blaster pistol (tends to only be used in cut scenes), several different types of grenades (frag, flash bang, posion gas), a wrist mounted dart launcher with several kinds of darts, various probe droids, a repulsor built into their armor, target designator for an orbital artillery piece...
  • Well-Intentioned Extremist: Most of Intelligence encourages the Agent to do horrible things in the name of the greater good, the crowner being allowing Jadus to activate the Eradicators, causing thousands of they can capture him and prevent millions of deaths in the future.
  • Wide-Eyed Idealist: One of the ways the class can be roleplayed. Keeper disapproves.
  • Worthy Opponent: Possibly to Darth Jadus.
    • Definitely to Hunter. The Agent can return the feeling once they beat him.
  • X Meets Y: While the other classes are more or less Expys of different Star Wars Characters, the closest movie character to the Agent would be Grand Moff Tarkin... mixed with James Bond.
    • Or in the words of the developers, a mix of Grand Moff Tarkin and Sam Fisher.
  • You Are Number Six: Upon being officially inducted into the ranks of Imperial Intelligence, the Agent receives a codename: Cipher Nine.
    • When infiltrating the SIS, the Agent is given the codename "Legate".
    • Later Darth Marr bestow the Agent with the title of "Commander".

Kaliyo Djannis

"I avoid Imperial space. I wanna die in a cantina fight, not ticking off some Imperial bureaucrat."

A female Rattataki and companion to the Imperial Agent, Kaliyo is an anarchistic freelance criminal, known to associate with three individuals named Anspi'shel, Nohn Veyaiko, and The Wheezer. Potential love interest for male Imperial Agents. Mechanically, she's the class's ranged tank companion. Voiced by Tasia Valenza.

  • Arms Dealer: She used to run with one, who comes after her because she pulled a shell game on him and the Agent ends up having to deal with, and she still dabbles in the trade. For example, bring her into the Shadow Arsenal and ask what to do about the missiles. Kaliyo replies give her ten minutes and she will have a dozen buyers lined up.
  • Bald of Evil: Or, at the very least, extreme moral ambiguity.
  • Bald Woman: Ratataki have no hair, male or female, so this is inevitable.
  • Battle Couple: With a male Agent, if romanced.
  • Bi the Way: Is all but outright stated to be bisexual: she refers to several of her old female partners as "exes", in the same tone one uses for an ex-boyfriend, and one of said exes outright says that Kaliyo "seduced" her away from her normal life. Despite this she's only available as a Love Interest for male Agents.
  • The Big Guy: Despite being the smallest member of the team, she is still your ranged tank and the most gung-ho member of your crew.
  • Blood Knight: Kaliyo likes fighting and likes killing. Choosing violent options tends to gain affection with her.
  • Bomb Throwing Anarchist: While she doesn't really care much for political ideals, she really doesn't like major establishments and will gain approval from talking down to authority.
    Kaliyo: Kaas City. All shiny and new; makes you wanna burn the whole place down...
  • Boring but Practical: Gameplay perspective - Imperial Agents are essentially forced to use her until the end of Alderaan, when every other class has recruited their second or even third companion. Some still use her all the way until the end of the game omitting Corellia's story missions, where the Empire has taken her into custody, because after you've put in the work she simply is better-geared than the others.
  • Chicks Before Dicks. Some of the interactions with a female Agent can lean this way during conversations.
  • The Cameo: Appears in Doc's Companion Quest if you're a Jedi Knight.
  • Chronic Backstabbing Disorder: Most of the people that you and her go after are those that she's screwed over at some point and are now looking for revenge. Eventually it's revealed that she's selling Imperial secrets to her old anarchist cell behind your back.
  • Combat Pragmatist: Her profile notes that she "has been known to bite when disarmed." If she's there for the final confrontation with Jadus, Kaliyo will decide to just shoot him in the middle of his speech. Unfortunately, Jadus simply teleports out of the way and Force Chokes her.
  • Consummate Liar: Never take anything she says at face value.
  • Dark Action Girl
  • Deadpan Snarker: Kaliyo is very sarcastic, to the point of giving the Sith Inquisitor a run for their money. A good way to earn influence with her is to be sarcastic yourself.
  • The Dragon: She was serving Nemro in this position before she signed on with you.
    Kaliyo (Introducing herself to the Agent): I'm Kaliyo. Nemro puts me in charge of the good stuff; his guns, his troops.
  • Even Evil Has Standards: Even she finds Jadus disgusting and monstrous.
    • A dialog on Balmorra reveals that, violence-loving as she is, she finds trench warfare too stupid to be fun.
    • Even she's disturbed by the massacre on Isen 4.
  • Expy: Of Jack, more or less.
  • Friends with Benefits: What her and the male Agent can start as.
  • Glacier Waif: Despite having the Type 1 body, she's a tanking character who uses heavy armor and can equip a personal shield projector.
  • The Hedonist: The overall core of her being. Kaliyo is very much a "live in the moment" type of person, with her three greatest pleasures being fighting, money, and sex; she loves to indulge herself, and hates being bored. As soon as her current partner stops being interesting, she ditches them and looks for someone more exciting, which is exactly why she joined the Agent—she figured she'd have more fun with them than with Nem'ro.
  • Hired Gun: She is a mercenary at heart, after all.
  • Huge Guy, Tiny Girl: The official encyclopedia lists her height as 1.5 meters, or less than five feet tall, so even though she and the male Agent don't look it in-game, they almost certainly are this.
  • Hyper Awareness: Is the only member of Nem'ro's outfit to suspect that "The Red Blade" is not who they say they are.
  • Hypocrite: Claims to be a freedom loving anarchist but ends up in the employ of the State Sec of one of the most authoritarian governments around. You can point this out to her but you lose affection because of it.
    • Hypocrisy Nod: Though eventually she'll recognize that she's being hypocritical by working for a bunch of dictators. She just doesn't care, since the Agent and their crew have grown on her.
  • I Uh You Too: Pretty much her reaction when she tells the Agent she's considering making their relationship serious.
  • Lack of Empathy: She makes it pretty clear through her actions on class missions and when talking about her past that she only cares about herself and will gladly screw over anybody who has ever helped her for the most petty of reasons. The Agent can eventually break her out of this habit.
  • Lightning Bruiser: Wears heavy armor, carries quite a bit of firepower and uses a jetpack to rocket into combat.
  • Manipulative Bitch
  • Meaningful Name: She's two-faced, and her name is Djannis. It's not spelled Janus, but it's pronounced the same way.
  • Only in It for the Money: Being an anarchist, she's only associating with Imperial Intelligence because Keeper offered her a small fortune. If you get her approval high enough, she decides to stick around because you're fun. She also tends to approve of choices that pad your pocketbook.
  • Pintsized Powerhouse: She's 1.5 meters tall. She also wears heavy armor and, as mentioned, is your ranged tank.
  • Poisonous Friend: Tends to act like this to Light Side agents.
  • Properly Paranoid: From her first meeting, she immediately cottons on that "The Red Blade" is hiding something and can be seen watching them in the background throughout the Prologue. She's barely fazed when the Agent drops their assumed accent and Keeper confirms they're actually with Imperial Intelligence.
  • Put on a Bus: Near the end of the storyline, Lord Razer has her arrested, temporarily removing her from your party. However, the Minister of Intelligence springs her out of jail for the endgame.
  • Recruiting the Criminal: Upon learning that you're actually an Imperial Intelligence agent, Keeper hires her as a mercenary under your juristiction to keep her quiet. Comes to bite her in the ass near the end when Imperial Intelligence is disbanded, she no longer has any protection and is immediately arrested for her crimes.
  • Rebel Relaxation: Her pose aboard the ship.
  • Reliable Traitor: Kaliyo is motivated by pure self-interest; just about everybody she works for she ends up screwing over. Naturally, the Agent can make her change her ways.
  • Sawed-Off Shotgun: Can't equip one but uses one for an attack regardless.
  • Token Evil Teammate: While the other companions generally tend to be pragmatic at worst, Kaliyo is a violent criminal who almost always favor Dark Side options, though she'll favor Light Side options if it means screwing someone over.
  • Trigger Happy: Kaliyo has a philosophy of shoot first, shoot some more, keep firing till her gun overheats and never ask questions. She also needles the Agent about their one-shot one-kill philosophy, noting that aiming before you pull the trigger is no fun.
  • Tsundere: Type A for the male Agent. If he tries to get her to confess her love, she gets flustered, rapidly mutters the words, and then threatens to bite his tongue off if he tells anyone.
  • The Vamp
  • Villainesses Want Heroes: Her romance arc with a Light Side Agent in a nutshell.
  • Your Cheating Heart: If romanced, the Agent catches her the morning after she slept with some random dock worker. It's subtly implied this was a Secret Test of Character to see how he'd react, but either way it doesn't happen again.

Vector Hyllus

A male human Imperial diplomat who was assimilated by a Killik hive as a Joiner and subsequently recruited by the Imperial Agent on Alderaan. Holds the position of Dawn Herald, an advanced scout and diplomat of the Killik and thus granted greater autonomy and individuality than most Joiners. Potential love interest for female Imperial Agents. Mechanically, he's the class's melee damage companion. Voiced by Ifran Meredith.

  • Ambadassador: Of a sort, having been a diplomat prior to being made a Joiner, and still occasionally acting as one. This does not diminish his ability to wreck bad guys when it becomes necessary, as becoming a Joiner and the Dawn Herald has made him literally superhuman. He even joins your crew as a Covert Assault Agent.
  • Battle Couple: With a female Agent, if romanced.
  • Bio-Augmentation: His profile lists him as an enhanced human. Joiners turn out to be stronger, faster and tougher than the baseline of their species (and even more so in the case of Dawn Heralds/Night Hunters). For how much more, he fills exactly the same role as Kira Carsen, the Jedi Knight's melee DPS companion and a Jedi herself, and does it without a lightsaber. Also...
  • Bizarre Alien Senses: All of Vector's senses are sharper than those of an ordinary human, and that's not even counting the ones that humans don't even have in the first place.
  • Blue and Orange Morality: Subverted. The Kilik hive follows this trope, but Vector, despite his claims, consistently approves of Light Side actions and disapproves of Dark Side Actions.
  • The Chick: Despite being male, Vector otherwise fits all the characteristics of this trope, being the most moral and soft-spoken of the Agent's companions.
  • Exotic Eye Designs: He has completely black eyes due to his status as a Joiner. Were he actually evil, they'd count as Black Eyes of Evil.
    • When he suppresses his bond to the Killik hive later on, so he and a romanced Agent can have a private moment together, he has normal human gray eyes instead.
  • Fantastic Racism: Is often the target of this. Aliens are bad enough to the xenophobic Empire, but a human who has been altered by aliens and seems entirely content with his lot? Not acceptable. It's even to the point that a Zabrak Imperial diplomat considers him repulsive.
  • Glass Cannon: His melee damage output is very impressive but since he wears light armor he can't take too many hits.
  • Gentleman Snarker: Vector's always polite but once in awhile he gets a good snide remark in; especially where Kaliyo is concerned.
    Cipher Nine: Look at it this way, we get to lie to a whole new group of people.
    Kaliyo: Don't I know it. Just make sure to squeeze them for everything they got.
    Vector: As always Kaliyo, you are the conscience of this team.
  • The Handler: Serves in this function for you on Alderaan when you first met him.
  • Hive Mind: However, he sees no conflict in being a Joiner and a loyal citizen of the Empire. Others are not so convinced.
  • Limited Advancement Opportunities: His dossier notes that, although an extremely talented and capable individual, his mixed heritage, lack of family connections, and liberal politics (enthusiastic xenophile, advocate for human rights, etc.) he is unlikely to advance further in either diplomatic or military channels before joining your team.
  • Nice Guy: Quite possibly the most moral member of the Agent's crew. For all his weirdness, Vector strongly approves of helping others, showing tolerance and open-mindedness towards other cultures, and solving problems without violence.
  • Simple Staff: He uses a Techstave as his primary weapon.
  • Verbal Tic: Refers to himself in the plural, using We instead of I. Also tends to speak a little disjointedly, much like, but not exactly like, the G-Man. It's enough to add to his bizarreness, but not enough to really distract.

Doctor Eckhard Lokin

A male human biochemist formerly affiliated with Imperial Intelligence, Dr. Lokin's agenda and past are a mystery to most. By far his most remarkable—and disturbing—development is his ability to shapeshift between human and rakghoul form. The Imperial Agent recruits him on Taris. In his human form he is a healer companion, while in his rakghoul form he focuses on melee damage. Voiced by Anthony Cochrane.

  • Badass Grandpa: Despite being in his sixties and supposedly retired, he's still incredibly canny and his Rakghoul powers at least ensure that he's still got some kick to him. He takes the fact that he's survived to old age as a testament to his abilities.
  • Beware the Nice Ones: Possibly to the point of Affably Evil. Not quite as erudite and cultured as Vector, he is nonetheless unfailingly polite and chipper. He also happens to be almost completely amoral and can turn into a face-eating monster.
  • Combat Medic: When in human form.
  • Cool Old Guy: Lokin's has got decades of service in Imperial Intelligence behind him, has got a lot of interesting stories and is pretty fun to be around.
  • Crippling Overspecialization: While in his human form he is a pretty good medic but he has no attacks stronger than the default pistol shots and he is considerably weaker than Vector as a melee DPSer while in Rakghoul form.
  • Deadpan Snarker: Lokin's more subtle then Kaliyo but a lot of what he says is still pretty sarcastic.
  • Gameplay and Story Segregation: In-story, his transformation is a rare thing, requiring time and a change of clothes. He even explicitly says he can't do it at a moment's notice. In-game, it's as easy as clicking a button.
  • Gadgeteer Genius: His rank is Fixer 15. Fixers are Imperial Intelligence agents that specialize in technology.
  • Guile Hero: He tends to favor the Agent making intelligent, pragmatic and at times manipulative decisions and responses.
  • I Need to Go Iron My Dog: He excuses himself because of the cold when Ensign Temple questions him about knowing her father. Then again, it is Hoth. Then again, again, he uses this to excuse himself to go outside.
  • Magic Pants: First time we see him shift back from Rakghoul form, his shorts are somehow undamaged. In gameplay, his clothes just magically reappear whenever he transforms.
  • Noble Demon: Despite acting like a cold-blooded intelligence agent, he often approves of Light Side actions and disapproves of pointless cruelty, provided taking the LS option isn't a bit stupid. He will call you out on needless violence. He will also call you out on dangerous sentimentality.
  • Noodle Incident: Lokin is basically "Noodle Incident: The Character," with almost every conversation being littered with cryptic references to his storied career in Imperial Intellegence.
  • One Degree of Separation: It makes sense that Lokin might have some vague knowledge of the other Imperial characters' interesting backgrounds, but he knows more than just that. He was an old buddy of Keeper before the man took on that role. Knows of the circumstances of Temple's father issues. And he's even closely connected to Vector and his "condition," with them both being targeted by Lokin's scientific rivals, the rivals actually having manipulated Vector's situation to make him a Joiner. You can point out this oddness about Vector to Lokin, but it will only peeve him off.
  • Our Werebeasts Are Different: Lokin is a WereRakghoul.
  • Professor Guinea Pig: He tends to use himself as a subject for his experiments.
  • Pragmatic Villainy: He dislikes pointless violence and cruelty, but will show disapproval if you pick a Light Side option that is obviously Stupid Good. He recognizes that sometimes you just have to shoot someone. Lokin tends to favour taking a third option if available, because those often net you more than simply killing someone or letting them go.
  • Properly Paranoid: He has a string of safe-houses set up that Imperial Intelligence doesn't know about and he has them booby-trapped to boot.
  • The Smart Guy: Definitely the most intellectual member of your team and probably the most Genre Savvy to boot. Being logical and pragmatic is the best way to gain approval of him.
  • Stat Stick: As a Cunning companion, can equip a vibro-knife, despite never using it.
  • Too Kinky to Torture:
    "Is that all you've got? I've done worse to family."
    • Of course it's somewhat ruined by him not being the one undergoing torture at the time.
  • Voluntary Shapeshifting: He can transform into a Rakghoul at will.

Ensign Raina Temple

Raina Temple is an enigma: a human raised among Chiss and a member of the Chiss military. She is actually the Force-sensitive daughter of Imperial Intelligence agents who sent her to be raised by the Chiss when she was discovered to be Force-sensitive rather than have her be taken by the Sith. She is recruited on Hoth. Romance option for male Imperial Agents. Mechanically, she is the class's ranged damage companion. Voiced by Georgia Van Cuylenberg.

  • Action Girl
  • Always on Duty
  • Battle Couple: With a male Agent, if romanced.
  • Cultured Badass: A big fan of Sith opera.
  • Good-Looking Privates: She is pretty easy on the eyes for a professional soldier.
  • Guns Akimbo: She uses two blaster pistols in combat.
  • Gameplay and Story Segregation: In-story, the extent of her Force sensitivity is listed below, and carefully hidden. In gameplay, she openly incorporates telekinetic blasts into her attack chain.
  • Hypocrite: She's a proud Imperial who seeks to be completely loyal to her Sith overlords, but is guilty of a capital crime by virtue of being a non-Sith Force sensitive. She is completely aware of how hypocritical this is and it weighs on her heavily.
  • Jedi Mind Trick: She is capable of performing this to a certain degree, though due to her lack of actual Force training it's about all she can do.
  • The Lancer: She's perhaps the most professional and patriotic companion of the Agent and once she joins up she starts acting like your right-hand man.
  • My Country, Right or Wrong: She mostly supports Light Side decisions except when they involve opposing the Empire and/or the Sith.
  • Naïve Newcomer: She is new to intelligence operations and several of her side-conversations are requests for additional training from you.
  • Self-Made Orphan: When the Sith track down her father, she goes to kill him to spare him from Sith tortures and to prevent him from exposing her identity as a non-Sith Force sensitive. According to Temple, her father understood completely.
  • Student Teacher Romance: As she signs on as your protege, a romance with her is more or less this, including "private lessons" regarding interaction and seduction.
  • Unequal Pairing: Male agents can romance her despite being her superior. She even continues to call you "Sir" after being married.
  • Unexplained Accent: Her accent is more Australian-sounding than the usual Imperial accent due to her voice actress being Australian.
  • Wide-Eyed Idealist: She is in many ways a victim to the Imperial policies of forcing all force sensitive children to be taken from their families and be trained in the Sith Academy, but she is still very patriotic and loyal to both the Sith and the Empire


A female-looking assassin droid and a companion character for the Imperial Agent. "Recruited" by the Imperial Agent on Belsavis, not that she likes it at all. Mechanically, she's the Agent's melee tank companion. Voiced by Deborah Unger.

  • Artificial Intelligence: For a droid, goes without saying. But SCORPIO is rather unique in that she was designed to eventually achieve this from the beginning, rather than appearing to be a side function requiring a restraining bolt like most other droids.
  • Can't Kill You, Still Need You: You can convince her that having you around will be more beneficial to her self-improvement than simply stabbing you in the back. Most notably, after you give your speech to the crew in the ending, they all vow loyalty to you save for SCORPIO.
    SCORPIO: I'm not done with you yet...
  • Creepy Monotone: She's always talking in a calm monotone voice, save for when you really piss her off.
  • Defeat Equals Friendship: If you define 'friendship' as programming that won't allow you to purposefully harm someone.
  • Fembot
  • Gameplay and Story Segregation: First she fights you with a blaster pistol and her super-strong body, then suddenly switches to a techstaff once recruited.
  • Hartman Hips: Despite being a robot and all. The male Agent can even comment on it.
  • Mechanical Evolution: SCORPIO was designed with "heuristic self-improvement" and to "iterate on functionality." Her conversations also lead to her upgrading herself to better deal with the wider galaxy beyond Belsavis.
  • Simple Staff
  • The Starscream: She freely admits that she plans on killing you slowly and painfully if she were to get the chance.
    • She does come around, though, if you decide to help her out with her whole "heuristic self-improvement" thing. She decides it would be more interesting and rewarding for her to stick around, and perhaps observe your offspring.
  • The Sixth Ranger: She is forced to join your crew late in the game and she is none too happy about it.
  • Tsundere: ...sort of. It's rather hard to describe. She'll casually talk about killing you, but responds very well to complements and gifts with what appear to be sincere thankfulness and appreciation. She is just largely unconcerned with you, treating you with equally neutral disdain and politeness, until you reach full affection and her last conversation, wherein she has come to respect you.
    • The change in SCORPIO has elements of gaining prospective with the relationship she has with the Agent. She comes to accept that being with him is a unique life experience that is unlikely to present itself again. Because she's a robot and effectively immortal, she intends to capitalize upon this and see it through the end. From her viewpoint, spending several decades with the Agent will pass in the blink of an eye... thus her interest in also watching the Agent's offspring to help make the situation last (and perhaps unspoken restitution to the Agent).

    Supporting Characters 


The head of Imperial Intelligence. A ruthless and pragmatic man who is only known by his codename. He has managed to maintain his position for over a decade, a difficult accomplishment considering his employers. Voiced by Francis Guinan.

  • Anti-Villain: Type I. He's not a particularly nice man by any means, but he cares for his agents as individuals, and his disapproval of Light Side agents comes from the fact that he thinks they're naive and going to be broken. Just before the finale he expresses regret for the things he's done in service to the Sith, and states he never lost sight of his goal to make the Empire a better place all the while acknowledging that he's ultimately failed.
  • The Atoner: As of "Shadow of Revan", he's trying to undo some of his mistakes. Most notably, he gives Shara Jenn the chance to chose her own path in life.
  • Benevolent Boss: At least by Imperial standards, while largely professional and detached in his dealings with the Agent, he's mostly fair and reasonable and it's implied that he does show some care for their basic well-being, such as his concerns with a Light-sided Agent and their dealings with Jadus. When confronted with the fact that he authorized their brainwashing, he's fairly honest about what he did and doesn't expect forgiveness.
  • Dead Man Switch: The Sith allow him to retire peacefully after he goes rogue in the Imperial Agent's endgame because they fear that he's arranged for compromising documents to be released in the event of his death.
  • Everyone Calls Him Barkeep: His real name is classified, so he is referred to by his code name, "Keeper". Upon his promotion he becomes known simply as the Minister of Intelligence.
  • Evil Brit: Although whether he is truly evil is up for debate, he is still on the "bad" side. In Shadow of Revan however, he speaks with an American accent, likely as part of his retirement.
  • Evil Counterpart/Shadow Archetype: To General Garza on the Republic side since he handles the Empire's special operations group. Both are running pretty much neck-and-neck in the race to see who is the most ruthless, though both do still occasionally show the sympathetically human side underneath. Both are also less-than-fond of their managers, though Keeper's are Evil Sorcerers while Garza's are mere Obstructive Bureaucrats. (And occasionally, in Garza's case, the Jerkass Has a Point.)
  • Hypercompetent Sidekick: A lot of Imperial Intelligence's work involves cleaning up the messes made by some of the more reckless Sith. While Keeper is not particularly fond of the Sith, he is at least careful enough to try and avoid getting on their bad side.
  • My Master, Right or Wrong: It's implied he believes the Sith should stay out of Intelligence affairs, but isn't stupid enough to actually voice that opinion in the presence of others, since he frequently reminds the Agent of the danger of that sort of talk, but never actually disagrees with the sentiment. In your final conversation with him, you can get him to admit that he considers the Sith to be obstacles.
  • Noble Demon: He tends to avoid doing evil things unless directly forced into it by the Sith. His ruthless reputation seems to be the image he's cultivated for himself to survive in his position.
  • One Last Job: In the Agent's personal mission in Shadow of Revan, he comes out of retirement and recruits you to settle some old business: namely, rescuing Watcher Two.
  • Only Sane Employee: Notes that between the Sith's power-plays and the military's incompetence, it falls to Imperial Intelligence to actually keep everything in the Empire running properly.
  • Put on a Bus: After Chapter 1, he gets promoted to Minister of Intelligence and his duties are taken over by the former Watcher Two.
    • The Bus Came Back: In Chapter 3, things have gotten dire enough that he starts to intervene again. He makes an appearance in the Agent's personal mission in Shadow of Revan.
  • Pragmatic Villainy: A fairly practical man who dislikes senseless acts of villainy. He disapproves of both overt idealism and brutality, seeing them as both equally inefficient.
  • Reasonable Authority Figure: He takes the threats that come up seriously, and has Intelligence follow up on all the intel the Agent brings in. He also provides the Agent with all the support personnel and equipment s/he needs, including the Agent's Cool Ship. He does authorize your brainwashing, but if you call him out on this, he points out that the only alternative that the Dark Council would have accepted was your execution. He also shows some basic concern for the Agent's well-being, even asking Jadus to leave when they are around (not that Jadus bothers to listen to him). After Imperial Intelligence is disbanded by the Sith in Chapter 3 he calls in every favor he has to secretly rebuild it just to give The Agent a shot at taking down The Star Cabal and save the Empire that just discarded him. In the ending, he offers to use the Black Codex to allow the Agent to protect the Empire in their own way.
  • Rogue Agent: Rebuilds Imperial Intelligence, without Sith knowledge or approval, after they had disbanded it.
  • Shrouded in Myth: Little is known about him other than his appearance.
  • Silly Rabbit, Idealism Is for Kids!: Chastises the Agent for trying to be an idealist in this line of work, though it's more that he's worried about them potentially burning out. However, one of the reasons he encourages the Agent to take his offer to use the Black Codex is so that s/he is free to practice their idealism on their own terms.
  • The Spymaster: He's the head of Imperial Intelligence. Eventually he's promoted to Minister of Intelligence, which means Watcher Two takes over.

Watcher Two/Keeper (Real name Shara Jenn)

A data analyst of Imperial Intelligence. She is the product of an Imperial eugenics program designed to create the ultimate data analyst. She serves as mission control for the Agent. A minor romance option for male Agents. Voiced by Mary Stockley.

  • Brainwashed: A relatively mild example (on the surface, anyway). Along with a eugenically-enhanced brain, she was given loyalty programming that results in her getting a massive headache from even doing unofficial operations, let alone disobeying an order. After being saved in the Agent's personal quest in Shadow of Revan, Keeper plans to undo her brainwashing so that she can live her own life.
  • Defrosting Ice Queen: Initially rejects a male Agent's advances, but can ultimately fall for their charms.
  • Defusing The Tykebomb: After rescuing her, the former Minister of Intelligence sends her to a special clinic so that her brainwashing can be undone. She admits to being reluctant about this, to which you can point out that's simply the brainwashing kicking in.
  • Designer Babies: She is a product of the Empire's eugenics program.
  • Fantastic Racism: Seems to be uncomfortable about aliens. Especially Kaliyo. Then again, she has no problems with the Agent, but when first meeting a nonhuman Agent does get a pretty blatant "You Are a Credit to Your Race" in. (The Agent can point this out, to which she says she didn't realize you were so "sensitive".)
    • Especially evident if pursuing her romance as an alien: it takes a full chapter for them to get together, as opposed to at the end of the prologue with a human. That said, she seems to warm up to alien Agents over time, romanced or not.
  • The Handler: Serves as your primary one for a good chunk of the game.
  • Reasonable Authority Figure: After being made Keeper.
  • Put on a Bus: After the events of chapter 3, Shara vanishes. It turns out that the operation to bring down the Star Cabal took a lot out of her, and in the chaos of Imperial Intelligence's dissolution, the Republic captured her. The former Minister comes out of retirement for One Last Job for you to free her, after which he's going to see she gets the best medical care available, and, if possible, deprogram her.
  • Unequal Pairing: Subverted. She dumps you after she gets promoted to prevent the problems that would arise from this.
  • Voice with an Internet Connection
  • What the Hell, Hero?: She calls you out big time if you side with Jadus.

Darth Jadus

A member of the Dark Council and head of the Imperial Intelligence network, controlling it through various liaisons, Darth Jadus sired Zhorrid, a daughter who would become his only known apprentice. A prominent yet enigmatic figure among the Sith, Darth Jadus was known for showing more self-restraint than his fellow Lords, rarely succumbing to the passions and emotions that powered the dark side of the Force. He is suddenly assassinated at the end of the Agent's prologue and the Agent is promoted to Cipher to avenge him. Voiced by Stephen Rashbrook.

  • Abusive Parents: Zhorrid is little more than a disposable pawn to him. If you kill her on his behalf, he admits that he can't use the Force to tell if she's dead because doing so would require that he have an emotional attachment to her. In other words, he felt nothing for her.
    • Also, according to Zhorrid, as a young girl he had her attend intense singing lessons. When she gave a public performance she sang until her throat was damaged and she could no longer sing anymore. She then saw her father smile and soon after was made his apprentice.
  • Affably Evil: Jadus is always rather reserved and polite when speaking with the Agent and is generous with both the praise and the rewards for your service. It is implied that he actually does like and respect you to some degree.
    • Faux Affably Evil: Despite his respect for the Agent and his reserved nature, his plans involve instilling a doctrine of fear and using a bunch of Kill Sats on Imperial civilian locations as a means of doing so. Also, there's his treatment of his daughter, Darth Zhorrid.
  • A God Am I: Acts like he's some sort of higher being than everyone else.
  • Badass: As Watcher Two states, Jadus's power is second only to the Emperor, who is a borderline Physical God.
  • Bad Boss/Benevolent Boss: Jadus kind of straddles the line here. On one hand, he will shock you with Force Lighting if you refuse to kneel before him. On the other, as long as you do what he says he is perfectly willing to manipulate Imperial Intelligence, the Sith and the Empire in general for your benefit.
  • Climax Boss: Of Chapter One of the Agent's story.
  • Cool Mask: Like most Sith, he wears a face-obscuring mask. It's not unique, instead being one available for Inquisitors (and even Vector can equip a similar-looking helmet).
  • Dystopia Justifies the Means: When the Agent meets with him after Hutta he states that he wishes to share the Sith ideas with every citizen of the galaxy. If you side with him at the end of Act One the game lampshades this as the final mission in said Act is titled Tyranny Triumphant.
    Jadus: I believe we should spread the ways of the Sith throughout the Empire entirely. Plant terror and hatred in every heart. I believe in the democratization of fear.
  • Enigmatic Minion: Nobody knows much about him, not even his Sith colleagues. In fact, he was uninterested in concerning himself with the squabbles and power struggles so common among his people, instead focusing his influence on the Imperial Intelligence network. Couple that with his tendency to contract outsiders who had earned their own reputations for intelligence missions rather than other Sith, and he's inadvertently fostered a sense of unease and distrust among his peers.
  • Equal-Opportunity Evil: As stated above, Jadus is unlike most other Sith in that he doesn't look down upon non-Force users simply because they lack the ability to use the Force and has no problem with making capable Muggles his most-trusted lieutenants and operatives. In fact, he even wants to spread the teachings of the Sith to everybody, Force and Non-Force users alike. He also lacks the bigotry rampant in the Sith towards aliens and if the Agent is an alien, he will use the fact that species won't matter in his new Empire to tempt the Agent to join him.
  • Evil Brit: Like all other Sith.
  • Evil Mentor: He does seem to be genuinely fond of the Agent, puts them on the fast track for promotion after returning from Hutta and is perfectly willing to make them his Dragon.
  • The Faceless: According to his entry in the Encyclopedia, no living being has ever seen his face before. Even his mask doesn't translate to something recognizable as a face.
  • Faking the Dead: Turns out he didn't go down with his flagship.
  • Lack of Empathy: He seems to display very little emotion, to the point that some people in the Empire wonder if there's an actual human being under that mask. According to Darth Zhorrid, he didn't smile at her singing rehearsals when she was young until she was no longer able to sing.
  • Large And In Charge: Despite being a shadowy spymaster and a Sith Sorcerer who makes good use of Force Lightning, Jadus has Body Type 3, meaning that he has a large, muscular frame and towers over most characters.
  • Killed Off for Real: Supposedly dies from a terrorist attack. His daughter replaces him as a member of the Dark Council.
  • Kneel Before Zod: Orders the Agent to kneel before him. Defiance comes with a dose of Force Lightning.
  • Know When to Fold 'Em: Surprisingly, it is possible to simply talk him out of carrying out his plan by pointing out how you can foil his plans even if he kills you.
  • The Man Behind the Man: To the Eagle.
  • Offing the Offspring: If the Agent sides with him, the Agent is ordered to kill Zhorrid so Jadus can reclaim his seat on the Dark Council.
  • Pragmatic Villainy
  • Reasonable Authority Figure: Jadus lacks the emotional outbursts typical of Sith and is portrayed as very calm and rational. This is evidenced by the fact you can talk him out of his plan and later on, if you sided with him, he is one of the few Sith who believe you about the Star Cabal and helps Keeper go behind the Dark Council's back to go after them. He also doesn't look down on you or other Intellegience operatives because you lack the ability to use the Force.
  • The Spymaster: While Keeper's the one officially in charge, Jadus is the one making him do what he wants.
  • The Stoic: He's always in control of his emotions and speaks primarily in a Creepy Monotone.
  • Talking the Monster to Death: With the right words, the Agent can convince him that his plan is doomed for failure, upon which he'll willingly give up on his own terms and states that he now both despises and respects you.
  • Villainous Breakdown: If you start to succeed in talking him down, he'll eventually start dropping his stoic mannerisms and become visibly agitated. However, he recomposes himself once he realizes that you've outwitted him.
  • Villain Has a Point: The current state of affairs in the Empire, with minor civil wars breaking out because of Sith power plays all the time, is weakening the Empire. The rampant anti-alien bigotry is holding the Empire back. This evidenced in the Inquisitor and Warrior storylines and Darth Marr says as much on Makeb. The Empire would definitely benefit from increased unity and a stronger common purpose along with kicking the institutionalized racism to the curb. Whether that is worth the price of terrorist attacks using weapons of mass destruction is another matter.
  • Villain Takes an Interest: After your successes on Hutta and Dromund Kaas, the Agent ends up earning Jadus' favor.
    Keeper: Congratulations, you just made a friend on the Dark Council. I don't envy you.
  • Visionary Villain: He wants a stronger, more united Sith Empire, free of the political squabbling and petty power plays that currently define Sith Politics.
  • Übermensch: "Herald of a new era." This new era is one in which all Imperial citizens are united through terror.
  • Walking Spoiler: Just Googling his name reveals most of the plot for the first Chapter of the Agent's story line.
  • We Can Rule Together: He give the Agent the chance to work for him, a chance that you can take.
  • Xanatos Gambit: Jadus pulls one off on the Agent at the climax of Chapter 1. Jadus has half the codes to his super weapon, and the Agent has the other half. If the Agent refuses to enter their codes, the weapons will fire randomly and kill millions. If the Agent enters their codes to disarm the weapon, Jadus will then have the codes and simply kill the Agent and reactivate the weapon. Either way, Jadus wins, unless the Agent can figure out how to Take a Third Option.

The Eagle

An anti-Imperial terrorist who was considered to be of little consequence by Imperial Intelligence until his organization destroyed the flag ship of Darth Jadus, killing the Dark Councilor and over 3,000 people who were on board the ship. The Agent's first task upon being made a Cipher Agent is to destroy his organization. Voiced by Simon Templeman.

  • Arc Villain: Of the Agent's Chapter I.
  • Defector from Decadence: He used to be an Imperial figher pilot, until the loss of his comrades during the war made him grow to hate the Empire.
  • Evil Brit
  • In the Hood: His costume for his public broadcasts is the same type of hood that sneaky enemy types wear.
  • Taking You with Me: He uses a detonator to blow himself up after being defeated. The Agent is unharmed, but is knocked out for a few hours.
  • Unwitting Pawn: To Darth Jadus
  • Villain Has a Point: His insistence that the Empire cares nothing for the soldiers who support her is shown to have merit when the Agent's reward for stopping Jadus is to be brainwashed.

Ardun Kothe

A 54 year old human spymaster and former Jedi for the Strategic Information Service, the Republic's counterpart to Imperial Intelligence. He specializes in converting enemy agents into friends and creating subversion and rebellion. Much of his past is unknown, as is how he came to lead an SIS unit. The Republic believes he is the key to winning the war, and Imperial Intelligence dispatches the Agent to ensure they aren't right.

  • Arc Villain: Of Act II of the Agent's storyline.
  • Apologetic Attacker: He apologizes to the the Agent for his actions and even states he hopes he'll be held accountable some day.
  • The Atoner: Someday. For now he has a war to win. If you let him go, then he decides to become one anyway.
  • Back for the Finale: If you spared his life, he will appear again on Corellia and in the final quest of the Agent's story.
  • Foreshadowing: When sending you to Taris to hunt down a rogue Jedi he starts acting like he is taking said Jedi's actions personally, which you can point out. This is because he used to be a Jedi himself. That and the fact that he's always carrying a lightsaber should tip you off about him. He admits in the end that he's never really hid it all that well and considers it his "secret pride".
  • Hero Antagonist: While Kothe can be fairly ruthless, he's self-aware enough to not fall into Knight Templar status and compared to the Agent's other antagonists is legitimately heroic. Compared to other Jedi antagonists, he lacks the fanaticism and self-righteousness that they tend to display.
  • Necessarily Evil: Kothe sees his actions as this.
  • No Place for Me There: Even though he believes he's incapable of living up the standards of the Jedi Order, he still fights for it.
  • Properly Paranoid: Considering that the Agent actually is a mole, putting them under mind control was probably the smarter choice.
  • Unwitting Pawn: To the Star Cabal. If he ever got his hands on the Shadow Arsenal, Ardun would end up starting the war he's trying to prevent. The Agent is free to point out the glaring flaw in his plan - and is apparently the first one to do so.note 
  • Villain Has a Point: The Empire really is evil and must be stopped. After the climax of Act I, his argument has quite a bit of weight.
  • Well-Intentioned Extremist: He seem to view himself as this. but he is judging himself by the rigid standards of the Jedi Order. Compared to a good many of the people the Agent meets he's really not that bad.
  • Worthy Opponent: Imperial Intelligence views him as this, which is why they sent The Agent after him in the first place. If you tell him that you've been waiting to fight him, he admits that he feels the same way.


The codename of a member of Ardun Kothe's SIS cell. Hunter is a ruthless agent who has a bizarre hatred for Cipher Nine. Voiced by Quinton Flynn.

  • Belligerent Sexual Tension: A lot of his interactions with the Agent, male or female, tend to come across as this.
  • Does This Remind You of Anything?: In keeping with the IA story's recurring theme of identity. Hunter adopted a male persona while working for the Star Cabal. Revealing her 'true' face to the Agent is clearly important to her. At the end, she tells the female Agent that she's "so jealous" that they seem to be comfortable leading double lives in their own skin, when she wasn't. Word of God says Hunter isn't really intended to be commentary on gender identity and dysphoria - but the parallels can easily be drawn.
  • The Dragon: He's the enforcer of the Star Cabal.
    • Dragon-in-Chief: He's the only member of the Star Cabal that the Agent gets to interact with for an extended period of time.
    • Dragon Their Feet: You fight him after you've killed or arranged the arrests of most of the Star Cabal's inner circle.
  • False Flag Operation: Massacres an entire mining colony and tries to lay the blame at the Empire's feet.
  • Final Boss: Of the Agent's class quest.
  • Foe Romance Subtext: Flirts increasingly openly with an Agent of either gender. The male Inquisitor can even end up sharing a Big Damn Kiss with her in the finale, complementing her as "the best enemy I could have hoped for".
  • Freudian Excuse: The Star Cabal denied her the chance to develop her own identity. "Hunter" was what resulted when she tried.
  • Graceful Loser: When he's defeated in in your final confrontation with him, he acknowledges you as the superior agent and drops her disguise to show you her true face
  • The Heavy: He's your primary antagonist of Act III, but he's simply an agent of even greater forces.
  • Jerkass: Compared to other members of Kothe's squad, Hunter is an utter ass to the Agent and is all too happy to use their trigger word for practically any occasion.
  • Kick the Dog/Shoot the Dog: He does some very nasty stuff such as using your brainwashing to order you to kill Ensign Temple if she ever becomes a liability and wiping out an entire Republic mining colony and trying to blame the massacre on the Empire.
  • The Mole: Is actually the enforcer of the Star Cabal.
  • The Rival: Hunter is always antagonistic towards Cipher Nine and by Act III becomes their nemesis.
  • Samus Is a Girl: The ending of the Agent's story reveals that Hunter is actually a woman who has been compelled to disguise herself as a man via holographic technology for most of her life.
  • Smug Snake: He is arrogant and condescending from the first time the Agent meets him; not to mention he severely underestimates the Agent's determination, resourcefulness and other capabilities. Eventually you get to wipe that smug little smile off his face.
  • The Sociopath: He's cruel and unempathetic compared to other SIS agents, who are all straightforward Hero Antagonists.
  • Token Evil Teammate: To Kothe. Not only is he by far the most ruthless member, unlike the rest of the cell, he has no qualms about exploiting the Agent's brainwashing.
  • Tykebomb: Hunter has been trained as a child to be the ultimate spy.
  • Walking Spoiler: Most of the details about the character spoils much of the third act.
  • Worthy Opponent: Sees the Agent as this. In their final confrontation, he laments the fact that the two of you are on different sides and wishes that you could have been a great ally had you not been an Imperial.

The Star Cabal

A mysterious organization that the Agent comes into conflict with.

  • Ancient Conspiracy: Founded in the aftermath of the Great Hyperspace War, 1,000 years ago.
  • Anti-Magical Faction: They are dedicated to the eradication of the Jedi and Sith, at least as the rulers of the galaxies.
  • Big Bad: Of the Agent's third chapter.
    • Bigger Bad: They are also behind Kothe's actions in Act Two and are implied to have influenced and supported the Eagle's network, specifically the Ghost Cell.
  • Continuity Nod: The inner circle consists mostly of characters from other storylines.
  • Cloak & Dagger: The Star Cabal is pretty much a rogue intelligence agency devoted to its own profit.
  • Expy: They bare a lot of similarity to S.P.E.C.T.R.E. from the James Bond series. Given that the Agent is roughly the Star Wars equivalent of James Bond, this is not too surprising.
  • Fallen Hero: The Cabal's methods were always extreme, but their intentions used to be good. Not the case anymore.
  • The Man Behind the Man: To the Old Man and Hunter.
  • Omnicidal Neutral: They want to destroy the Republic, the Empire, the Jedi, and the Sith.
  • The Omniscient Council of Vagueness: The inner circle.
  • Well-Intentioned Extremist: The Cabal was founded in the aftermath of the Great Hyperspace War to prevent another war between the Jedi and Sith. To accomplish this, the Cabal kidnaps or kills anyone who takes an action that would lead to the Republic's rediscovery of the Empire. When this failed, they decided to trick the two sides into wiping one another out so they can rule the galaxy themselves. They claim that once this is done, the galaxy will be freed from the tyranny of force users.

Watcher X

A product of an Imperial eugenics program. The individual codenamed Watcher X was a member of Imperial Intelligence until he was deemed unstable and sent to the Empire's Shadow Town prison on Nar Shadaa. He is ordered to help the Agent with their business on Nar Shadaa. Voiced by Nicholas Boulton.

  • Book Ends: If you choose to prevent his escape, he begins your final confrontation by saying aloud your analysis of the situation. He did the same thing when you first met him.
  • Chekhov's Boomerang: Watcher X himself, but also the implant he gives The Agent toward the end of the Nar Shaddaa mission becomes very important again in Chapter 2.
  • Creepy Monotone: He always speaks in an unnervingly calm voice.
  • Designer Babies: He, along with Watcher Two, were the result of the Empire's eugenics program.
  • Evil Brit: He's an Imperial, though he's less evil and more manipulative and shady.
  • Evil Counterpart: To Watcher Two, as they are both graduates of the same eugenics program and serve as the Agent's Mission Control.
  • Foreshadowing: If the Agent asks if anyone else has ever received conditioning similar to Watcher X's before, he'll cryptically say yes then change the subject. This becomes important in Chapter 2.
  • Gone Horribly Right: The Empire wanted to genetically engineer the perfect Watcher who could see connections and predict outcomes no one else could. It worked just a bit too well resulting in a paranoid sociopath.
  • Properly Paranoid: Everything he says about Imperial Intelligence techniques for controlling their own agents and how agents always end up like him turns out to be true.
  • Shadow Archetype: Lampshades this during his first meeting with the Agent, noting that his fate could very well be their own, if and when, Imperial Intelligence no longer finds them valuable as an asset.
  • Spirit Advisor: In Chapter 2, long after his demise, following the Agent's brainwashing. Exactly what is going on is left ambiguous, though several explanations are floated between the two of them.
  • The Stoic: He avoids overt emotion and is generally direct in his dealings with you.
  • Voice with an Internet Connection: On Nar Shaddaa. And later, in chapter two, from inside the Agent's own head.

Darth Zhorrid

The daughter of Darth Jadus, Zhorrid is insane even by the standards of the Sith. She succeeds her father as a Dark Councillor after his sudden assassination.

  • 0% Approval Rating: The only reasons she's on the Dark Council is because the other Councilors believed that she knew Jadus' secrets. When it becomes apparent that she doesn't, she loses all of her political clout. Even Keeper, who makes a habit of not judging the Sith, is not afraid to call her insane.
  • Bad Boss: See The Caligula below.
  • The Caligula: Again, she's considered insane even by Sith standards. Her first scene has her trying to kill the Agent by having her "delightful bodyguard" kill you for the sake of testing you. At a later point, she orders a droid to disassemble himself as punishment.
  • Cloud Cuckoolander: Albeit a dark version.
  • Daddy's Little Villain: Though it's clear that their relationship is strained at best.
  • Faux Affably Evil: Apparently thinks of the Agent as her friend, or at least her Dragon.
  • Giggling Villain: She will continue to speak in an amused, sing-song and girly manner, even whilst giving orders to kill someone.
  • Glasgow Grin
  • Kick the Dog: After growing displeased with your lack of progress in finding Jadus' killer, she takes her anger out on Keeper and several Intelligence agents via Force Lightning.
  • Psychopathic Womanchild: She can be very enthusiastic despite being clearly insane, especially with her so-called "delightful bodyguards". Again, we know who to blame for her mental state.
  • Villainous Breakdown: She's prone to this especially if you side with Jadus and tell her you have come to kill her on Jadus's orders. She completely loses it.
  • We Have Reserves: She sends her bodyguards to kill the Agent upon their first meeting as a test of the Agent's strength.
  • What Happened to the Mouse?: She pretty much disappears at the end of Chapter One assuming you didn't side with Jadus and gun her down yourself. It's implied that she was killed by the other members of the Dark Council but it is never confirmed.

Bounty Hunter

     Bounty Hunter & Companions 

The Bounty Hunter

"The only law in this galaxy is the one a man makes for himself. The Sith may say otherwise, but even the Empire's reach has limits. That's why they hire bounty hunters. If you've earned a death mark, we'll be seeing each other... real soon. Don't let it go to your head, though. To me, you're just another job."

A freelance gun for hire who attracted the attention of a legendary retired bounty hunter named Braden, the Bounty Hunter's story begins with gaining entry into the Great Hunt, a deadly competition of the galaxy's greatest bounty hunters organized by the Mandalorians, then entering the competition. The male Bounty Hunter is voiced by Tom Spackman. The female Bounty Hunter is voiced by Grey DeLisle.

  • Amazon Chaser: Is on the receiving end of this if female, mostly because male Mandalorians find ass-kicking an attractive trait in women. Mandalore himself comments on it, as does Torian and, more Squick-ily, Torian's father.
    Mandalore: I like a woman who's not afraid to get her knuckles dirty.
    Jicoln Cadera: You're a real spitfire, aren't you! If I were twenty years younger I'd take you as a bride, girl!
  • An Adventurer Is You
  • And This Is for...: Can recite this when they finally get the chance to shoot Tarro Blood.
    Bounty Hunter: This is for Braden! (BLAM) And Soongh! (BLAM) And Mako! (BLAM) And me! (BLAM)
  • Affectionate Nickname: Mako often refers to the Male Bounty Hunter as "Big Guy".
  • The Alleged Ship: Their starship, the D-5 Mantis, which they were required to steal during the Great Hunt. Despite supposedly being a rare and top-of-the-line vessel, their one has definitely seen a lot of better days. It's status as something of a rustbucket can be lampshaded on several occasions.
  • Badass Bandolier: Several Bounty Hunter armor chest pieces have them.
  • Badass Baritone: The male Bounty Hunter has a notably deep voice.
  • Badass Normal: No Force-sensitivity here, just moxie and a lot of equipment. It's worth noting that, by the end of their storyline, the Bounty Hunter has the highest kill count of Force-users amongst the non-Force Sensitive classes: two Jedi Masters (both of whom were Battlemasters, one of whom was renowned for killing Mandalorians), at least two Jedi Knights, and, if you so choose, a Sith Lord.
  • Book Dumb: Some lines verge on this.
    Hunter: "I lost you right about the time you started talking about the things and the stuff."
  • Bounty Hunter: Of course.
  • Breast Plate: Not a severe offender for female Bounty Hunters, but it's still noticeable.
  • Bring It Back Alive: Occasionally asked to bring in the target alive if possible, via carbonite freeze ray.
  • Catchphrase
    • "What's your game plan?"
    • "Let's talk about my fee?"
    • "Remember my name. Spread it around."
    • "Pleasure doing business."
    • "I've never met anyone who was blaster-proof."
    • "Now you'll get to see what bounty hunters are all about."
  • Clear My Name: The hunter's motivation in Chapter Three. While it is true that you did kill a Jedi Master and blow up a Republic ship without any provocation besides "somebody's paying me to, and I want to win a bounty hunting contest", you end up getting framed for loads and loads of even worse crimes that you had nothing to do with. Not only are you undeserving of a reputation that bad, but it means that all the other bounty hunters are gunning for you since there's an enormous reward for your capture or death, and you won't be able to survive long unless the truth comes to light and you're judged by your real actions.
  • Combat Pragmatist: Flamethrowers, missiles, heavy armor, hidden blades, the Bounty Hunter doesn't come to a fight unprepared.
  • Consummate Professional: The neutral Bounty Hunter. The light sider is more about creatively reinterpreting jobs so everyone ends up happy; the dark sider is more about killing things for fun and getting paid for it; a bounty hunter who stays neutral, or at most Dark I or Light I, more likely just does the job in front of them, and then gets paid. Interestingly, this changes at the very end of the story, when going Light Side means accepting Janarus's request to betray Tormen and assassinate him. If Torian is in the party, they even discuss it.
    Torian: You gonna let him make a liar out of you?
    Hunter: I'd rather be a liar than whatever Tormen means to make out of me.
  • Continuity Nod: On Hutta, you get the chance to slowly count to three before blasting a Rodian giving you attitude. Just like Calo Nord's Establishing Character Moment.
  • Contralto of Danger: Grey DeLisle gives the female Bounty Hunter a low, husky voice that's deeper than most other female characters'.
  • Cool Big Sis: The female Bounty Hunter is one to Mako.
  • Crazy-Prepared: In a galaxy filled with Jedi, Sith, super-soldiers, government-sponsored assassins, some of the luckiest criminals you'll ever meet and various crazy droids, in order to just survive as a Bounty Hunter requires you to enter every fight prepared for just about anything.
  • Deadpan Snarker: The Bounty Hunter gets quite the opportunity to be a smart-ass, especially when their employers tend to be either Upper Class Twits or eventually Sith Lords.
  • Deflector Shield: Powertechs have a personal shield generator, it's how they tank.
  • Demolitions Expert: Explosives of all kinds, but mostly rockets, are a staple of the class.
  • Determinator: It's surprising how many people fail to realize that when a professional Bounty Hunter threatens to hound them across the entire Galaxy, it's not mere hyperbole on their part! They really are that tenacious and persistent when it comes to getting their targets!
  • Did You Just Punch Out Cthulhu?: Mandalore's first request is for a piece of an ancient and incredibly dark monster resting in the bowels of Dromund Kaas. One that has feasted on foolish warriors for decades, if not centuries. The hunter tears out it's heart.
  • The Dragon: In Act 3, the Bounty Hunter is forced to act as this to Darth Tormen since he's the only guy willing to hire you in exchange for helping you get to the Jedi Master who framed you. In the end, you either fulfill your contract with him or betray him on the orders of the (soon to be former) Supreme Chancellor.
  • Dude, Where's My Respect?: Most characters are skeptical of the Bounty Hunter's skill early on, but this disappears as the Bounty Hunter builds a reputation. This comes to a head towards the end of Chapter 3, where even members of the Dark Council start greeting them politely.
  • Even Evil Has Standards: The Light-Sided Bounty Hunter will be genuinely insulted if they've been hired specifically to murder their target, calling out their employer on the fact that they are a mercenary, not an assassin.
    • During the Makeb storyline, they can also express their disgust for mercenaries who switch sides the moment someone makes a better offer. Depending on their own actions (particularly in dealing with Darth Tormen), this may or may not be a bit hypocritical, depending on their motivation for them.
    • On Alderaan, whenever the nobles demand the Hunter perform menial tasks or act as a bouncer, they can tell them exactly where they can shove it, reminding them that they are not a servant, but a professional who only does the job they were hired to do. If they really want it done badly enough, they'll have to up their fee.
  • Everyone Calls Him Barkeep: Most characters typically refer to them simply as "Hunter"
  • Expy: The Powertech is Boba Fett, while the Mercenary is Jango Fett.
  • Face of a Thug: As noted by Mako, the Hunter doesn't have to try hard to look intimidating.
  • Fantastic Racism: Can display this towards Hutts, after Nem'ro tricks them into fighting his entire menagerie. Given that several other Hutts double-cross them later on, it's understandable that Hutts make the Bounty Hunter Properly Paranoid.
  • Five-Man Band:
  • Freeze Ray: Is given a carbonite sprayer on Dromund Kaas that pretty much functions as this.
  • From Nobody to Nightmare: From a small-time gun-for-hire that nobody has heard of to Champion of the Great Hunt and potentially the assassin of the Supreme Chancellor.
  • Glory Seeker: The Bounty Hunter's core motivation.
  • Guile Hero: They're a gun for hire that's frequently pitted against heavily armed and/or heavily protected opponents. It's no surprise they come off as this.
  • The Gunslinger: Mostly of the Type B variety.
  • Guns Akimbo: The Mercenary advanced class grants this.
  • Guttural Growler: The male Bounty Hunter.
  • Harmless Freezing: On Dromund Kaas, the Bounty Hunter received a carbonite freeze ray to take marks alive.
  • Heel-Face Turn: You can choose to pull one of these near the end of your story, by taking a job for the Republic and killing Darth Tormen, a man who is far more deserving of that fate than either Jun Seros or Janarus. However, you can also make it clear to Janarus that you only took his offer because he put up a better deal and that he's no different from any other client in their eyes and the later storylines still treat you as working for the Empire.
  • Hero Killer: As noted, the Hunter kills more named force-users in their story than any other non-force sensitive class and the third act sends you after several of the Republic's greatest heroes.
  • Hired Guns: For the Empire, but really their service goes to whoever is willing to pay.
  • Hitman with a Heart: The light-side Bounty Hunter.
    Bounty Hunter: Don't tell anyone what a big softie I am, I do have a reputation to protect!
  • The Hunter Becomes The Hunted: The Bounty Hunter has to draw out their target on Nar Shaddaa, a feared assassin, by making the target come after him/her.
  • Implacable Man: Quickly develops the reputation of being this when pursuing a bounty, a status which is cemented after winning the Great Hunt.
  • It's Personal: Janarus earns himself a spot on the Bounty Hunter's hit list after decrying him/her publicly. Jun Seros also goes too far when he sends Jedi to kill the Hunter's friends, the Great Hunt Champions, rather than keeping things between the Hunter and himself. And then there's what started the whole thing: the Hunter inadvertently making things personal with a number of Jedi after s/he killed one of their own.
  • Kill It with Fire: Has a flamethrower. Powertechs in particular gain a wide range of flame-based attacks.
  • The Lad-ette: The female Hunter is a little too blunt and gruff to qualify as a Lady of War, but she fits this very well, what with her profession, attitude and tendency to punch people out.
  • Lightning Bruiser: Powertechs. Heavy armor, shields, and can use their jetpack to rocket into combat.
  • Nice Job Breaking It, Hero: The Bounty Hunter is responsible for Grand Chancellor Janarus' death/impeachment, thus paving the way for [[Grand Chancellor Saresh to take his place.
  • No Fame, No Wealth, No Service: The Bounty Hunter's reception by the nobles on Alderaan.
  • Nothing Up My Sleeve: The Retractable Blade ability for Powertech's Advanced Prototype talent tree, which produces a Blade Below the Shoulder.
  • Only in It for the Money: Can certainly be played like this.
    Bounty Hunter: As long as the Empire's footing the bill...
  • Pistol-Whipping: Used as an interrupt.
  • Powered Armor: While most armour in the setting is this to an extent, the sheer amount of weapons and gadgets the Bounty Hunter has packing could probably rival Iron Man.
  • Professional Killer: The Dark Side Bounty Hunter.
    • While the Light Side Bounty Hunter dislikes being considered an assassin and often tries to capture their targets alive, if possible, their profession still frequently requires them to kill vast amounts of people for money, as well as those inbetween them and their true target.
  • Proud Warrior Race Guy: Light-side options often emphasize a sense of honor, and the Bounty Hunter can join the Mandalorians.
    "I'm a warrior first, we do this right."
    • If you join the Mandalorians however, this gets used against you in Voss by your target during a trial, who points out that you are by association guilty of a lot of horrifying war crimes and genocides.
  • Psycho for Hire: The dark-side Bounty Hunter.
  • Punch Clock Villain: Depending on player choices, the Bounty Hunter can repeatedly affirm that their relationship with the Empire is strictly business. There is an option at the end of the story to stop punching the clock.
    • The Bounty Hunter can imply on Voss that the reason they work for the Empire (aside from the money), is because for all it's faults, it actually gets things done. Meanwhile, the Republic talks a big game, but their "hokey ideals" let them achieve little in practice.
  • Quick Draw: To the point that one of the earlier missions on Hutta has the Hunter being faster on the draw then one of the galaxy's champion gunslingers and quick-draw artists.
  • Rocket Boots: When their armor doesn't have a jetpack, they use these instead.
  • Screw the Rules, I Have Connections!: At the end of Shadow of Revan, Darth Marr grants the Hunter the Dark Council's backing to do whatever they want as long as they're working for the Empire.
  • Shadow Archetype: To the Smuggler. Both are mercenaries who are probably Only in It for the Money when fighting for one of the major galactic powers. Both start as relative nobodies in the galactic backwaters (the Smuggler is a small-time gun runner on Ord Mantell, the Hunter is a small-time gun-for-hire on Hutta). Both eventually get large bounties placed on their heads that more-or-less forces them to seek shelter with and become permanently employed by one of the galactic superpowers. But while the Smuggler breaks free by seizing control of an N.G.O. Superpower in an orgy of violence and murder on the Dark Side path, the Hunter breaks free by taking on a job for the head of the Republic and assassinating his or her Sith handler on the Light Side path.
  • Shoryuken: And rocket-powered, no less.
  • Shoot the Messenger: The Bounty Hunter can express annoyance at discovering that Republic supporters on Nar Shaddaa have sent assassins after them, believing them to be a loyal servant of the Empire simply because they've done freelance work for them.
    Bounty Hunter: Do I look like an Imperial?
  • Terror Hero: Can evolve into one, offering enemy mooks the chance to run away or stand down.
  • Verbal Tic: The Bounty Hunter tends to refer to young or inexperienced people as "Kid". When Torian gets offended by this as a proud Mandalorian, the Bounty Hunter can explain it's simply a force of habit and not meant as an insult.
  • Villain Cred: After becoming Grand Champion of the Great Hunt, you are acknowledged as one of the best Bounty Hunters in the galaxy.
    • Takes a darker turn during Chapter Two, where the Hunter become the Galaxy's Most Wanted after being framed for galaxy-spanning string of assassinations, acts of terrorism and destruction of orphanages.
    • In Shadow of Revan, the Hunter is told that the criminal underworld now see them as a "Dark Council Enforcer", which to them means that they're now above simple crime lords.
  • Violently Protective Girlfriend: If they start dating, a female Bounty Hunter reacts...badly to Torian being kidnapped.
    Fem!Hunter: They're dead if they so much as scuff his boots.
  • Walking Armory: Let's see, we have a pistol, a second pistol or shield/power generator, a flamethrower, a carbonite sprayer, at least seven different kinds of missiles and rockets, grenades such as the thermal detonator, a wrist mounted dart gun with multiple darts of different varieties, retractable arm blades, and a rail-gun. Thera Markon even lampshades it in the Hunter's personal quest on Shadow of Revan, providing the page quote.
  • We Will Meet Again: After being tricked by Nem'ro the Hutt into fighting all the creatures in their menagerie, including the beast-handler, it's fair to say the Bounty Hunter is completely livid. When they finally win the sponsorship for the Great Hunt from Nem'ro, before leaving Hutta, they coldly inform him that it isn't over between them. Sadly for them, Nem'ro is taken out by Skadge offscreen.
  • Worthy Opponent: Is considered this by the Eidolon on Nar Shaddaa, who requests to die by your hand, rather than face the torture he'd endure at the hands the Hutt Cartel. You can either grant his request... or freeze him in Carbonite.
    • On Voss, after wiping out all the critters in their Gladiator Games and then turning on the people in the stands, the Gormak admit defeat out of both fear and respect for the Bounty Hunter's ability to fight as if their "weapon and body are one". They proceed to ask for tips on how to be better warriors, which the Light Sided Bounty Hunter can agree to demonstrate.
  • Young Gun: Can come across as this on Hutta and Dromund Kaas, but the Bounty Hunter comes across as an experienced professional afterwards.


The first chronological companion character for the Bounty Hunter, Mako is a human female hired by Braden to provide intel and tech for those participating in the Great Hunt. Romance option for male Bounty Hunters. Mechanically, she's the Bounty Hunter's healer companion. Voiced by Lacey Chabert.

  • Art Evolution: Her earlier appearance in a story preview, compared to how she now looks.
  • Badass Adorable: "I'm not just a pretty sidekick, buster!"
  • Battle Couple: If romanced.
    • Beta Couple/Pair the Spares: Hooks up with Torian if the Bounty Hunter doesn't romance either of them. Though they eventually break up.
  • Berserk Button: She despises Tarro Blood and any option that expresses hatred/a desire for vengeance will gain you approval from her. The same goes for Jun Seros.
  • But Thou Must: Once you get high enough affection, it's impossible to not romance Mako as a male Bounty Hunter. At one point, all of the options lead to the Hunter grabbing and kissing her, and a later conversation either asks to marry her or that you're enjoying your relationship with no option to quit.
  • The Chick: In comparison to the Bounty Hunter's other companions, Mako is by far the most concerned with being a good person in an often murky career, and generally approves of light-side actions.
  • Cloning Blues: She's evidently part of a Republic cloning project.
  • Consummate Professional: Her take on bounty hunting, overlapping with Hitman with a Heart. Mako strives to be an honorable and professional bounty hunter, sparing those who turn out to be innocent or when the contractor lies. She seems to like buttering a contractor up when she thinks a good working relationship with them is important, even if she dislikes them or is contemptuous of them (as with Major Pirrell on Balmorra). She'll initially refuse to make things complicated with a male Bounty Hunter who's pursuing her, as despite reciprocating the interest, she prefers to put business before pleasure.
    • She also prefers Dark Side options, when the dark side option is the job you were originally hired for and the contractor didn't lie about what they were sending you into. For example, on Tatooine, she prefers you to bring back the Rakata mind trap intact to the Reclamation Service. Khem Val prefers the light side option, destroying it.
    • In the Bounty Hunter's class mission in Shadow of Revan, she's not big on the idea of using their influence in the Empire to help Crysta's daughter expand her smuggling business into Dromund Kaas since it means going behind their primary client, though she'll feel a bit better if the Hunter forbids Thera from dealing in slaves and drugs. She also states that while she's not proud of their affiliation to the Empire, she thinks it's better that their positions are held by professionals.
  • Cyborg: Has a rather high-end and expensive cybernetic suite implanted in her head. One that is elusively built by a Republic government contractor for the Republic military and Strategic Information Services.
  • Gameplay and Story Integration: She's a slicer and has a bonus to the Slicing crew skill.
  • He Is Not My Boyfriend: She'll say this about her childhood friend Anuli on Nar Shaddaa if the Bounty Hunter keeps teasing her about him.
  • Huge Guy, Tiny Girl: As a body type 1, she's this with the Male Bounty Hunter, if you picked body type 3 or 4.
  • Hollywood Cyborg: Has a suite of cybernetic enhancements, notably a Holonet uplink in her brain.
  • I Heard That: Says this word for word if the bounty hunter and Gault start comparing her to Hylo Visz in what they think is private.
  • It's Personal: Frequently demonstrates this towards Tarro Blood for murdering Braden as well as The Eidolon of Nar Shaddaa for killing her friend Anuli. Later on, she demonstrates this towards Jun Seros for killing the other Great Hunt Champions and framing your crew. Talking about wanting to take bloody vengeance on people she really hates is a good way to gain approval from her.
  • Leaning on the Furniture: On Balmorra, she frequently leans on the wall of Pirrell's office while the Bounty Hunter conducts business.
  • The Lancer: As the first companion, she basically serves as the Bounty Hunter's sidekick and second-in-command.
  • The Medic: Sort of. She's the Bounty Hunter's healer companion, but her medical skills have no bearing on, origin in, or explanation from the plot.
    • Combat Medic: Though she's capable of holding herself in a firefight, all while healing allies.
  • Mysterious Past: She can't remember much of her early life aside from growing up on the streets of Nar Shaddaa.
  • Oblivious to Love: One of the early conversations has Mako casually ask if your armor is different, because it looks good on you. If you choose the "flirt" response to offer to show her more, she enthusiastically asks about the new targeting system.
  • Only in It for the Money: Acting business-like and putting emphasis on getting payed is a good way to get approval with her.
  • Only One Name: Unlike most of the companions, Mako doesn't have a surname. This is justified, however, due to her background story as an orphan who grew up without knowing anything about her family.
  • The Smart Guy: She handles anything tech-related as well as researching info on your targets.
  • Stat Stick: As a Cunning companion, can equip a vibro-knife, despite never using it.
  • Street Urchin: Grew up on the streets of Nar Shaddaa.
  • Sword and Gun: Her weapons are a pistol and a vibroknife, though she never uses the latter.
  • Teen Genius: While never stated outright, she's nineteen at the start of the story and is an expert with technology, having been slicing security systems since she was five. Braden even calls her a little genius when introducing her to the Bounty Hunter.
  • Undying Loyalty: To Braden and possibly the Bounty Hunter.
  • Won't Take "Yes" for an Answer: Immediately grant her request to be a companion, and she'll continue pleading her case for a good few seconds before realising that you've already agreed.
  • Wrench Wench: In charge of the Bounty Hunter's technical support.
  • Young Gun: More relaxed than usual for this trope, but her introduction cutscene makes it pretty clear Mako wants to prove herself a capable bounty hunter as well.
  • You Killed My Father: She frequently expresses the desire to kill Tarro Blood for murdering her adoptive father, Braden.

Gault Rennow

A Devaronian companion acquired on Tatooine, Gault is a professional smuggler, con artist, and general scoundrel. His real name is Tyresius Lokai, a target of the Great Hunt. He fakes his own death and joins the Bounty Hunter rather than continue to live the life of a hunted man. Mechanically, he's the Bounty Hunter's ranged damage companion. Voiced by Daran Norris.

  • The Atoner: For what he did to Hylo.
  • Badass Grandpa: He's 54 according to Word of God.
  • The Barnum: He makes a living suckering gullible people out of their money.
  • Been There, Shaped History: He was part of Hylo Visz's Smuggler fleet that broke the Mandalorian Blockade over Coruscant.
  • Born Lucky: Explicitly stated that he always comes out alright no matter how bad the situation he got himself into is. For example, he is rather lucky you have been a little short on the support staff since Braden and Jory got killed and that Mako figures his knowledge and contacts might come in useful.
  • Break the Haughty: How he ends up on Tatooine and eventually in the Bounty Hunter's retinue.
  • But Thou Must: There is no way to dispose him for real; you will end up Recruiting the Criminal and Faking the Dead with him. Your feelings on the subject are considered irrelevant.
  • Character Development: By the end of his quests, he will really come to appreciate the hunter's friendship.
  • Combat Pragmatist: Disdains notions of rules or a fair fight. Honor Before Reason is a really quick way to annoy him.
  • Con Man: And good enough at it, among other things, to have earned a sizable price on his head. His personal quest involves helping him con some water farmers. He generally favors smart-talk and whatever option gets you paid.
    • He also runs a con involving the spare cloned bodies he made of himself, allowing him to collect multiple bounties on his head.
  • Crazy-Prepared: Escapes the Lady of Pain's Mooks because one of his horns actually is a grenade. Imagine having one of your earlobes replace with a microexplosive...
    • This is to say nothing of how he convinces you that sparing him won't cause you to forfeit the Great Hunt.
  • The Dandy: Gault enjoys the finer things in life and prefers luxury gifts. He's even derisively nicknamed this by Skadge.
  • Deadpan Snarker: As per Loveable Rogue tradition, he does like his snarking.
    Bounty Hunter: Jedi are all talk.
    Gault Rennow: No, I'm all talk. Jedi masters are something else entirely.
  • Devil in Plain Sight: Figuratively and literally.
  • Dirty Coward: Of all the companions, Gault is the most adverse to getting into fights and prefers either dirty tricks or weaseling your way out of a sticky situation. This also works for your benefit as he's too much of a coward to betray you.
  • Easily Forgiven: Despite the fact that from her perspective, he just abandoned her, Hylo Visz forgives him relatively easily. It remains to be seen if this will lead to them becoming lovers again, though. Her forgiveness however, required proving that he cares about her more than himself or money...through a very large credit transfer.
  • Faking the Dead: How he escapes his past life and the bounty on him is collected.
    • The introduction of Rise of the Hutt Cartel reveals that it apparently doesn't stick, as he's shown among the individuals with active bounties on them. Either people figured out that Tyresius Lokai was still alive, or his actions as Gault Rennow lead to a new bounty being put out on his head—depending on the Bounty Hunter's actions in the original game, the latter is entirely possible.
  • Friendly Sniper: Rather upbeat and cheerful, and uses a sniper rifle as his main weapon.
  • Gameplay and Story Segregation: Prior to recruiting him, he uses trickery, a blaster pistol, trickery, grenades, trickery, a smoke bomb, and more trickery. Recruit him, and he gains a sniper rifle and some gas grenades.
  • Good Scars, Evil Scars: Has one horn broken off. See Crazy-Prepared.
  • Horned Humanoid: Comes with being a Devaronian. After the events of Tatooine however, he loses his right horn, leaving a stump.
  • Humble Pie: After a fast and exciting life as a conman, he finally meets his match and is forced to be your minion.
  • Karma Houdini: After being chased all around Tatooine, he begs you for a spot on your crew and successfully fakes his death.
  • Know When to Fold 'Em: He figures out at the end of the Tatooine quest chain that he isn't ever gonna get away from you, and even if he does, some other hunter will come after him and his fortune is long gone by now.
  • Large Ham: Take a look at some of his combat quotes.
    Thank you, thank you. I will be signing autographs after the smoke clears.
  • Lovable Rogue: Clearly thinks of himself as such, though in practice he's more of a Smug Snake that you're forced to deal with.
  • Motor Mouth: He's a fast talker both figuratively and literally.
  • Only in It for the Money: Being greedy and doing almost anything for money is the best way to get him to like you, though he'll always favor easy money over having to work for it.
  • Pragmatic Villainy: Gault generally approves of Dark-sided options provided that they are focused on avoiding confrontation and making money and not being pointlessly cruel/violent. He also stays loyal to you because he knows he's safer with you around and he's too afraid of you to betray you.
  • Recruiting the Criminal: How he joins the party.
  • Shadow Archetype: Of Guss, both being Con Men that are down on their luck. Though Gault was far more successful at it and while Guss comes to regret his time as one, Gault does not, what happened with Hylo being an exception.
  • The Smart Guy: As far as your party goes, Gault is probably the closest thing the Hunter has to an ideas guy. He's recruited primarily due to the fact that his experience and craftiness makes him more useful to you alive.
  • Stat Stick: As a Cunning companion, can equip a vibro-knife, despite never using it.
  • Tired of Running: Why he joins the party. Not only sick of running from you personally but also in general.

Torian Cadera

A Mandalorian warrior and companion of the Bounty Hunter, recruited on Taris. Romance option for female Bounty Hunters. Mechanically, he's the class's melee damage companion. Voiced by Johnny Yong Bosch.

  • Adorkable: Occasionally, during the romance.
  • Amazon Chaser: He pretty much admits that Mando'a women are his type. The female Bounty Hunter fits this description. Mako does not.
  • Battle Couple: Potentially with the female Bounty Hunter.
  • Beta Couple/Pair the Spares: If not romanced by a female Bounty Hunter, he's later revealed to have hooked up with Mako. Though they eventually break up.
  • Big Brother Mentor: The male Hunter can end up becoming this for Torian in lieu of romancing him.
  • The Big Guy: Fills this role in the Bounty Hunter's retinue, at least until Skadge comes along.
  • Deadpan Snarker: Heavy emphasis on deadpan—a lot of the time it's difficult to tell whether he's being serious, snarky, or just dipping into Black Humor because of the way his voice actor delivers his lines.
  • Distressed Dude: In Chapter 3, he gets kidnapped by GenoHaradan agents in order to draw the Bounty Hunter into a trap.
  • Early-Bird Cameo: If you look in the background during your championship ceremony, you can spot him among the other Mandalorians. Helps that he's the only one without a helmet or headgear.
  • Expy: With his backstory and personality, he's essentially a human Mandalorian Worf.
  • Gameplay and Story Segregation: Identified as a sniper. Uses a sniper rifle when you team up with him. On your ship, he talks about gunplay and staying well away from enemies. Even so, he's the melee companion, with proficiency with techblades and techstaffs.
  • Glory Seeker: If anything, even more prominently than most Mandalorians.
  • Kill It with Fire: Almost all of his abilities involve his flamethrower.
  • Love at First Punch: When he re-encounters the female Bounty Hunter on Taris, he tries to attack her, thinking she's come to kill him. One of her options to deal with this is to lure him into complacency with casual flirtation, then judo-flip him over her shoulder and onto his back. Tellingly, it's labelled as [Flirt].
  • My Fist Forgives You: If the hunter lets Torian choose the Ransomer's fate, he just punches him out and leaves it at that. Of course, you later receive a letter from the GenoHaradan that they executed him for failure.
    Torian: Due's paid.
  • Nice Guy: So nice he actually asks the female Bounty Hunter whether she's seeing anyone before making any moves. No one else in the game does that.
    • Beware the Nice Ones: That said, he will shoot his own father in the face in cold blood if the Bounty Hunter lets him, so he's not to be messed with.
  • Pardon My Mando'a: Some of his battle cries and dialogue are in Mando'a. He notes that he tends to slip into this when nervous or unsure of himself.
  • Proud Warrior Race Guy: Not surprising, given his Mandalorian heritage.
  • Shadow Archetype: Of Akaavi Spar. Both are Mandolorian soldiers with a rather similar skill-set working on a mercenary crew fighting for the Republic/Empire. The only difference is that Torian tends to be more polite and approving of light-side choices than Akaavi.
  • Silk Hiding Steel: Rare Male Example. He's polite, nice, patient, and quiet, but he's also a highly skilled warrior and strategist who is completely resolute in his morals and dedication to honor.
  • Simple Staff: He uses techstaves as a companion character.
  • Sins of Our Fathers: Is looked down on by his fellow Mandalorians simply for being the son of Jicoln Cadera, the man who tried to overthrow Mandalore. He initially joins the Bounty Hunter to help him/her bring Jicoln to justice, then stays with them out of gratitude.
  • Star-Crossed Lovers: Subverted. He initially holds back from confessing his love to the female Hunter, fearing Mandalore wouldn't approve of his feelings for her since his clan and Mandalore's are on shaky ground for background reasons, but eventually moves past it.
  • The Strategist: Implied. He comes up with the plan to sneak past the rakghouls on Taris, the plan to trap his father, and most of his comments on planets are tactical advice. He also tends to approve more if the Bounty Hunter chooses smarter plans over running in guns blazing.
  • Terse Talker: He tends to speak in short, direct sentences.


A Jawa companion of the Bounty Hunter class, recruited on Hoth. Mechanically, he's the Bounty Hunter's ranged tank companion.

  • Badass Adorable: He's a Jawa. He's a tank. He wields a rocket launcher.
  • Break the Cutie: His backstory. It started with him leaving Tatooine with a salvager crew to find adventure, and ended up with him enslaved by space pirates on Hoth.
  • Curious as a Monkey: Yes, and you can gain ton of affection by letting him have first crack at any interesting devices you come across in your adventures.
  • The Engineer: After joining your crew, Blizz takes over as the ship's mechanic.
  • Gadgeteer Genius: He's a Jawa, and lives up to their reputation as experts with technology.
    Bounty Hunter: I've never met a jawa who couldn't turn tech to scrap in ten seconds flat.
    Blizz: Blizz do that all time too!
  • Glacier Waif: For a given value of waif, and mechanically, Blizz is a brick wall.
  • Improvised Zipline: He uses one in the field to charge into combat.
  • In the Hood: He is a Jawa, after all.
  • Kid-Appeal Character: Has a lot of this.
  • Pintsized Powerhouse: This little guy is one of the Bounty Hunter's tanking companions.
  • The Pollyanna: A male version. Despite everything he's been through, Blizz remains eternally cheerful.
  • Stuff Blowing Up: Carries a salvaged rocket launcher.
  • Tag Along Kid: Comes across as this. He's not actually a kid, but he's an optimistic and eternally curious Jawa picked up by a professional bounty hunter.
  • Video Game Cruelty Potential: You can have your hunter be incredibly rude, mean, and insulting to this eager-to-please, happy-go-lucky little ball of energy. It feels more or less like watching a parent tell their adorable five-year-old that the homemade birthday card the child made sucks.
  • You No Take Candle: Common with Jawas; apparently it's a function of their native language's grammar structure, as even those who speak their native language end up subtitled like this.
    • He's likely speaking Jawa Trade Language (JTL), which is a simplified form used when communicating with other races, most of whom are incapable of speaking or understanding the full version of the language.


"This is the way to do it! Doin' what we want, when we want, ain't nobody gonna say otherwise."

A male Houk that worked under Nem'ro the Hutt, Skadge is a companion character for the Bounty Hunter and acquired on Belsavis. He was betrayed by his Hutt boss at one point in his life. He then moved on to become a street boss of the Black Suns after leaving Nem'ro's service. Mechanically, he's the Bounty Hunter's melee tank companion. Voiced by Neil Kaplan.

  • Ax-Crazy: The most violent and psychotic of the group, bar none.
  • The Big Guy: His primary benefit is being the muscle.
  • Blood Knight: He's the most violent of the companions and approves of getting your hands dirty.
  • The Brute: His species is reputed for raw strength and short tempers. In fact, their large size and physical prowess are only rivaled by species like Wookiees (y'know, those guys who can infamously remove arms from their sockets). And Skadge? He's noticeably bigger than other Houks in-game.
  • But Thou Must: However you might feel about him, you're stuck giving him a spot in your crew, due to his threatening to try and steal your ship if you refuse to give him passage off Belsavis. Appropriately enough, one of the dialogue options is listed "Are you kidding?"
  • Cold-Blooded Torture: He's in the process of doing this to someone when you first meet him.
  • Cruel and Unusual Death: According to his Encyclopedia entry, he made a Hutt eat himself!
  • Enemy Mine: He works with the Bounty Hunter on Belsavis because the two of you are after Republic privateer Zale Barrows. In exchange, he lets the Hunter in on a hidden stash.
  • Evil Counterpart/Shadow Archetype: Of the Smuggler's companion Bowdaar. Both are The Big Guy Blood Knight melee-tank companion to the mercenary player character of the Republic/Empire. But Skadge is an Ax-Crazy Psycho for Hire while Bowdaar is a Gentle Giant.
    • Also to Broonmark, whom he more closely resembles. Each is also the melee-tank companion of an Empire player character who freely and willingly dip into Ax-Crazy. Both are the final companion obtained in their respective class storyline. Darker and more physical actions are the easiest way to earn their respect. Gaining peace of mind from revenge is also part of their personal, and both are encountered in the middle of pursuing a lengthy vendetta. The only major difference is that Skadge is pursuing revenge against individuals — Zale Barrows, the privateer who locked him up, and Nem'ro the Hutt, for stabbing him in the back — whereas Broonmark is killing his old Talz Commando unit for usurping him from command, and later a greater vendetta against the entire Republic for making his people believe in peace.
  • Fat Bastard: Being a Houk, he's got Body Type 4.
  • The Friend Nobody Likes: Inverted. Skadge is the friend who likes nobody. He thinks of Mako as a "skinny broad" and Torian as a "little twerp tryin' to walk tall", and is particularly unhappy about "squeakin' thing" Blizz and "belly-achin' dandy" Gault. The Hunter is the only person he comes to respect, and he is plenty put off by their choice of company:
    Skadge: How'd a hard-case like you end up with such a bunch of dainties?
    Hunter: Not everyone's here to kick in teeth. Besides, I'm the only hard-case this team needs.
    Skadge: Sure, so far. But you ought to roll with a crew that ain't gonna slow you down.
  • Gameplay and Story Segregation: Uses a pistol on Belsavis, then switches to a large techblade. He also stabs a random mook in the back with a shiv.
  • Genius Bruiser: Not a genius, per se, but compared to other members of his species: he can read, write, and speak Basic without any problems (another Houk encountered in the game spells "kill" with three Ys), comes up with plans on his own, and is an excellent opportunist, if not so gifted a one as, say, Gault.
  • In Love with Your Carnage: A common occurrence among melee tank companions, he favours the physical approach to solving problems, and personally approves of cruel actions and merciless moments on the Hunter's part. In this case the trope is justified: all Houks found in the game are gang leaders or enforcers, a large number work for the Hutt Cartel and as a species they have pretty casual views on violence. Skadge is pretty much the Logical Extreme of such a species.
  • It's Personal: He wants to track down and kill the Hunter's mark on Belsavis, Zale Barrows, for imprisoning him there. It's this that causes him and the Bounty Hunter to keep running into each other.
  • Jerkass: He's constantly surly and threatening when dealing with the Hunter.
  • Kick the Son of a Bitch: Skadge has several moments where his victims deserve what they get.
    • He once went on a rampage through the Hutt Cartel, which is full of gangsters just as bad as he is, and he's not above killing his fellow criminals in general either.
    • His mistreatment of two "volunteers" he forces to help him and the Hunter find Zale Barrows is considered a Dark Side option — but remember, they're both imprisoned in Belsavis, which means they did something pretty damn bad to end up there.
    • His most glaring example of this is Nem'ro the Hutt. He doesn't tell the Hunter about it — he doesn't give a name — but it was him who did the deed. Originally their would-be sponsor for the Great Hunt, Nem'ro tricked the Hunter into fighting his entire beast pen for his own entertainment and sent them on a wild goose chase all over Hutta to get his sponsorship, utterly unapologetically. Skadge's stake in his death is that Nem'ro tried to have him assassinated for costing the Cartel money during his employment with them; he only survived because Skadge didn't know who gave the order. If anyone deserves Skadge's gory methods, it's Nem'ro.
  • The Nicknamer: He always refers to the Bounty Hunter as "runt".
  • Pragmatic Villainy: Will let some light side options pass in the name of profit. And while he can't believe the Hunter willingly hangs out with their other companions, he concedes that they have their uses.
  • Psycho for Hire: The most violent and psychotic of the Bounty Hunter's crew. While Gault is simply amoral and greedy, Skadge just likes killing stuff.
  • Recruiting the Criminal: Subverted. You don't recruit him so much as he forces his way into your ship in order to get out of Belsavis.
  • Solar and Lunar: He was once a member of the Coruscant street gang Black Sun, and still wears their symbol on his armour because he's got fond memories of them. At the end of his personal quests, he decides to stick with the Hunter and mentions using his old contacts within the gang for their benefit when necessary.
  • Stout Strength: Houks look fat by human standards, but can still rip a man apart.
  • Teeth-Clenched Teamwork: Unless the Hunter takes at least one Dark Side option when dealing with him, it will become apparent that neither party is particularly fond of the other by the end.
    Skadge: You've been rubbin' me the wrong way since I met you, but I'll let that slide if you do me a favour.
    Hunter: Fat chance, psycho. I'm done butting heads with you.
  • Token Evil Teammate: By far the most brutal member of the crew. He makes even Gault look decent.
  • The Unfettered: As noted by his page quote, he prefers to just do whatever the hell he feels like doing, usually something violent, and dislikes authority.
  • Villainous Friendship: Not exactly, but Skadge does get along pretty well with the Dark Side Bounty Hunter.
  • Vitriolic Best Buds: Well, "buds" may be a bit much, but several times the Hunter can earn approval for insults or threats, and even non-hostile options are usually half-sarcastic or a subliminal barb. Skadge, for his part, gives as good as he gets. Sample:
    Skadge: You ain't so bad for a runt. You got style. I figure joinin' up with you's my best shot of gettin' off this rock. Whatcha say? I'll kill for you.
    Hunter: I always wanted my own attack dog.
    Skadge: Real funny.
  • What the Hell Is That Accent?: No explanation is offered for his accent or how he picked it up.
  • You No Take Candle: Averted in that he's the only Houk who speaks almost-perfect Basic, albeit with a bit of street slang.

    Supporting Characters 


Braden's long and storied career has never quite reached the heights of notoriety it deserved. For more than twenty-five years, Braden has claimed hundreds of bounties for clients ranging from the infamous crime lord Nok Drayen to generals in the Republic military and Jedi Masters with no one else to turn to. With his glory days behind him and his career in decline, Braden is looking for one last chance to shine before passing the torch to a new generation of hunters and retiring in some quiet corner of the galaxy.

He is your first supporting character and is trying to get the Bounty Hunter into the Great Hunt. He's killed by Tarro Blood right after you defeat your first target.

Tarro Blood

The son of Alderaanian nobility, Tarro Blood renounced his privileged existence as the heir to a minor lordship in favor of pursuing greater glory and fame as a galaxy-renowned Mandalorian mercenary. Leaving his past behind and taking on a new dramatic moniker, Blood was able to prove that he was no pretender after years of training under a famed Mandalorian champion. Under the guidance of this exceptional tutor, Blood became a feared warrior and the favorite to claim victory in the next Great Hunt. Unfortunately, Tarro Blood's characteristic arrogance and sudden rise to prominence rubbed his competition the wrong way. The other Mandalorians in the competition made it their mission to ensure that he never came close to claiming victory. The resulting defeat nearly cost Blood his life, in addition to his pride, and he has remained away from the public eye for nearly a decade.

He is the main antagonist for the Bounty Hunter in Act 1.

Voiced by Fred Tatasciore

  • Arc Villain: Of Act I of the Bounty Hunter storyline.
  • Arrogant Kung-Fu Guy: Yup. From the start he keeps telling you how unworthy you are to the Great Hunt.
  • Cruel Mercy: The light-side choice for deciding his fate is to simply leave him in the brig and deny him an honorable death, instead letting him go down with Kellian Jarro's ship.
  • Death by Irony: If you chose to leave him locked in the brig of a ship that you're about to destroy, rather than giving him the warrior's death that he wants. Throughout the entire Great Hunt, he's been doing everything possible to avoid facing you in a stand-up fight. Be careful what you wish for, huh?
  • Dirty Coward: He will do anything to avoid direct confrontation. He even sent lackeys to kill Braden instead of doing it himself.
  • Informed Attribute: Despite his backstory stating that he's garnered a reputation of being a talented warrior, in-game he always relies on minions to do his dirty work and paying off potential rivals.
  • Proud Warrior Race Guy: Subverted. Despite cultivating the image of himself as proud Mandalorian warrior, most other Mandalorians, including Mandalore himself, despise Tarro Blood for his cowardice and cheating tricks. He and his lackeys are called out on it by Hedarr Soongh, resulting in the former's death, and you killing them in response.
  • Jerkass: Especially towards Mako.
  • Smug Snake: For all his arrogance and pride, he fails to back it up and just comes off as a scheming coward who does everything to avoid fighting you, mostly by getting others to do it. It's also shown that when he actually goes after a Jedi, he's disposed of without a fight, which the Bounty Hunter notes that he quite-simply just isn't good enough to legitimately win.
  • The Unfought: Optionally. The ship he's imprisoned on is going to be destroyed by the Hunter. It's possible to just leave him to die there - Mako even encourages you to do this.
  • Villainous Breakdown: If you decide to leave him in the brig, he completely loses it.
  • Weak-Willed: Easily subdued by Kellian Jarro's Mind Trick, the Jedi Master who he was supposed to kill no less. This gets him thrown into prison and lets you determine his fate.

Crysta Markon

She is the Bounty Hunter's handler in the Great Hunt. She is quite friendly, and actually flirts with the male Bounty Hunter the first time she meets him.

  • Affectionate Nickname: "Sugar" for people she likes.
  • American Accents: She speaks with a thick Southern accent. Her daughter in Shadow of Revan has it as well.
  • Mama Bear: She worked as an enforcer for her daughter's smuggling business and went down protecting it.
  • Put on a Bus: After chapter 1, you don't see her again.
    • The Bus Came Back: ...until she sends you some emails after you complete the Forged Alliances story.
      • Bus Crash: And then you find out from her daughter that she was killed.
  • Running Gag: She keeps not giving enough information about any of the Great Hunt's targets.
  • Verbal Tic: As noted above, she tends to end most sentences with "Sugar".

Lieutenant Major Pirrell

Depraved, unscrupulous and conniving, Lieutenant Major Pirrell is an ambitious but cowardly Imperial officer determined to advance up Balmorra's chain of command at any cost. Pirrell's service record in the Imperial Navy stands as a bland testament to the inevitability of a middling bureaucracy to exist anywhere; no matter where in the galaxy he was stationed, Pirrell always managed to find a position closest to the most influential members of command and farthest from any of the actual fighting.

He is your contractor on Balmorra, seeking to improve his status and position by using the Bounty Hunter to stop his military rivals achieving success with their's duties. In the end, Admiral Ivernus, the one that he is trying to impress, actually calls him out on this and tries to kill him, at the same time his lover is revealed to be the other Bounty Hunter in the Great Hunt seeking to get the bounty.

  • Cat Girl: His lover is a Cathar.
    • Chekhov's Gunman: Turns out, she's the rival bounty hunter chasing the same mark as you. She just hid it really well.
  • General Failure: It's unlikely he was legitimately promoted to his current position, given his total lack of common sense, military prowess or political skill.
  • He Knows Too Much: If you kill him, it's to avoid leaving any witnessses.
  • Karma Houdini: If spared.
  • Karmic Death: If not.
  • Not Worth Killing: You spare him on the basis that there's nothing to gain for killing him. That and he'll gladly pay you off.
  • Smug Snake: Confident in his genius, even as he screws over his own side's war effort and allows himself to be manipulated by anyone with a pulse.
  • Unwitting Pawn: As far as the Bounty Hunter is concerned, they're just using him to get to Admiral Ivernus, one of the targets for the Great Hunt. Similarly, his Cathar lover is a bounty hunter who's simply Obfuscating Stupidity until the moment is right.
  • You Have Failed Me: Admiral Ivernus eventually confronts him in order to execute him due to the fact that his attempts to sabotage his rival means that he's sabotaging the Empire's war efforts.

The Great Hunt Grand Champions

Bloodworthy, male Human; The Defenestrator, droid; and Jewl'a Nightbringer, female Zabrak.

They are the only other winners of the Great Hunt still alive (aside from Mandalore himself), mighty Bounty Hunters that get access to the Blacklist. Bloodworthy becomes your contact in Act II. He's later killed alongside The Defenestrator and Jewl'a Nightbringer at the end of Act II by a Jedi and a Republic squad that strikes your party.

  • Action Girl: Jewl'a Nightbringer. You don't see it, but you can only be this as one of the Champions of the Great Hunt.
  • Ancient Conspiracy: The Defenestrator is a member of the Star Cabal of the Imperial Agent's storyline.
  • Arrogant Kung-Fu Guy: It seems many Bounty Hunters are like this. Jewl'a Nightbringer certainly is. When she won the Great Hunt, she took the opportunity to insult the Mandalorians. (If you decline Mandalore's invitation to become a Mandalorian yourself, she reacts positively.) Bloodworthy, by contrast, hand is quite diplomatic with the Bounty Hunter either way.
  • Expy: The Defenestrator is very similar to IG-88.
  • Last Stand: All three of them sell their lives dearly, if the sheer quantity of corpses, wreckage, and still-burning furniture is any indication.
  • Names to Run Away From Really Fast: All of them have intimidating and threatening names.
  • Taking You with Me: After being defeated, The Defenestrator self-destructs to take out several SIS agents.

Mandalore the Vindicated

A Mandalorian male, Artus Lok eventually became the Grand Champion of the Great Hunt, and challenged Mandalore to a duel in the gladiatorial arenas on the planet Geonosis; he successfully killed Mandalore the Lesser and took the title of Mandalore the Vindicated. He began to consolidate his power over the Mandalorian clans, destroying an uprising led by Jicoln Cadera, who believed the Mandalorians should support the Republic. After defeating Cadera's faction, Artus ensured that his Mandalorians remained in the services of the Sith Empire.

  • Asskicking Equals Authority: Standard for all Mandalores.
  • Berserk Button: If you decide to not become a Mandalorian, Mandalore doesn't take it well. The other Grand Champions are actually pretty entertained by his screaming fit.
  • Big Bad Duumvirate: The current leader of the Mandalorians, Artus remained allied with the Sith Empire and the Chiss Ascendancy.
  • Bling of War: He wears a shiny golden version of the Mandalore armor.
  • Everyone Calls Him Mandalore: Jicoln is the only one who actually doesn't call him that.
    Jicoln: You two are good... real good. Even Artus never gave me this much of a run.
    Torian: His name is Mandalore.
    Jicoln: I know what he calls himself, boy.
  • The Good King: Has shades of this, particularly when compared to his predecessor, Mandalore the Lesser.
  • Happily Adopted/Parental Substitute: He adopts the Bounty Hunter into his clan if they accept the offer.
  • Hidden Depths: A dark example. When his friend Jicoln Cadera refused to join him working for the Empire and organised a schism against him, Artus swore he would murder Jicoln's son at his mother's breast. He didn't follow through on the threat, but the fact that Jicoln believed he could, and would, follow through on it raises some serious questions about what kind of guy he was before the Hunter meets him. He even sends you a letter to tell you to look out for Torian once you recruit him.
  • Private Military Contractors: The modern Mandalorians act as hired military for the Empire, with their allegiance being strictly a mutually beneficial business arrangement. Mandalore even talks about "winning the Sith's wars for them."
  • Proud Warrior Race Guy
  • Reasonable Authority Figure: He hates Tarro Blood just as much as you and has no problem believing that he's been trying to screw you over.
  • Scary Black Man
  • Unwitting Pawn: As far as the Republic's concerned, he's a Puppet King just like his predecessor, but a lot less self-aware.

Jun Seros

"You chose to murder Kellian Jarro. Just like you murdered everyone sent to bring you to justice. You could have surrendered at any time."
—Master Jun Seros to the Grand Champion

Jun Seros was a male Human Jedi Master who served the Jedi Order and the Galactic Republic as the Order's battlemaster during the Great Galactic War and the ensuing Cold War. Famed for both his skills with a lightsaber and his unending loyalty to the Jedi and the Republic, he was one of the Jedi Order's leading lights and Masters during the War and the Cold War that followed.

  • Anti-Villain: His main motivation is revenge for his friend's death. But when you finally fight him on Corellia he brushes the battle off as "indulging your grudge" and calls it wasteful. Was it not wasteful when he was chasing you? Was that not a grudge?
  • Badass: As a Jedi Battlemaster.
  • Beard of Evil: He has reasons for his actions, but ultimately they don't hold any water.
  • Break the Haughty: The Hunter can do this to him after the final battle.
  • Dual Wielding
  • Frameup: He resorts to this as a last minute tactic at the end of Act 2.
  • Hero Antagonist: For a given amount of hero, he's the primary antagonist of the Bounty Hunter storyline.
  • Hero with an F in Good: He must have some accomplishments that don't lean towards the Dark Side, or he wouldn't be a Battlemaster. That said, he doesn't show it where the Hunter is concerned.
  • He Who Fights Monsters: While chasing you down he resorts to some pretty dirty tactics right from the off. At the start, he lures you in with a fake sponsorship on Quesh, and if you spared the apprentice of Kellian Jarro he sends her out there to go up against you. Next, he goes after your friends, the other Great Hunt champions, and kills them because they wouldn't give you up, which given his initial reason for chasing you is utterly hypocritical. In both cases, he sends other people to do the dirty work of enacting his revenge. When those attempts fail, he resorts to framing the Hunter for a kilometre long list of crimes, causing the Hunter's several contacts to burn bridges out of damage control, up to and including the Empire, and doesn't seem to care that he's basically lying to the galaxy at large through his teeth. Worst of all, when he finally meets you again, he refuses to apologise for any of that.
  • Holier Than Thou: He constantly talks down to you for being a savage thug and for not being as enlightened as him.
  • Hypocrite: A Jedi is supposed to be unattached. He isn't. He really isn't. But that's only the tip of the iceberg:
    • Despite pursuing you with a zeal better reserved for vengeful Sith, he snorts that you chasing him down for a fight is wasteful and he's just indulging your grudge.
    • He scoffs that there's nothing a Mandalorian will put aside for pride, insinuating that you're just too proud to surrender or stop chasing him. But it's his pride and thick-headedness which lead to his own downfall; you can even point out the irony of this.
    Bounty Hunter: Now whose pride's getting them into trouble?
    • He describes your killing of Kellian Jarro and the people sent to bring you in as murder, but doesn't bat an eyelid at his men killing your friends, sneering that "They made their choice."
    • He growls to a light-sided Hunter that they can't distance themselves from the harm they cause and that their actions will catch up with them eventually. He clearly doesn't realise that this is exactly what happens to him: the measures he takes against you are what cause you to end up working for Tormen and put you in a position to kill him and maybe even whack Supreme Chancellor Janarus.
  • I Did What I Had to Do: Subverted. The things he did were his own choices, guided not by necessity but his own self-righteous belief that the end result would vindicate his efforts. Nor did he have a greater purpose in mind when pursuing the Hunter, and his claims of a righteous purpose and "exposing the Sith's true colours" ring very much hollow. In the end, he didn't have to do anything; he just really wanted revenge.
  • In the Hood
  • It's All About Me: In your final confrontation with him, he assumes you went to all the trouble you did in Corellia just to force him into the open. In reality, his death was just a step in Tormen's Evil Plan.
  • Karmic Death: The dark side option to his final conversation is to deny him the last word, mock him for serving up Supreme Chancellor Janarus' head to Tormen on a plate because of his ego and shoot him when he tries to get up to stop you. As he dies, the regret he feels for his own foolishness is apparent, but it's too little too late and no less than what he deserves.
  • Knight Templar: Wanting to bring the Hunter to justice for killing his friend is one thing, but what he does while chasing them down is far beyond the bounds of acceptable conduct.
  • Light Is Not Good: He's extreme for a Jedi, but never falls to The Dark Side. Not for lack of potential though...
  • Nice Job Breaking It, Hero: If The Bounty Hunter spared Kellian Jarro's apprentice, Seros sends her after them in Act 2, basically sending her to her death since you're not given a choice to spare her a second time.
  • Oh Crap!: His realization that he has doomed his friend Janarus. It's also the only moment when his Smug Snake exterior cracks.
  • Poisonous Friend: To Supreme Chancellor Janarus.
  • Revenge: For all his self-righteous ravings, it's clear he's after you to avenge his fallen friend as well as his apprentice.
    • Revenge Before Reason: He relentlessly hounds the Hunter across the galaxy, doing some pretty wicked and occasionally downright petty things in the process. He doesn't ever wonder if he's being kind of unreasonable about it.
  • Smug Snake: Not only does he do some pretty questionable things, he snipes at you relentlessly, even on the verge of death. It makes it that much more satisfying to deny him the last word.
  • Villain Has a Point: The Light-sided Bounty Hunter is still a criminal mercenary who killed a heroic Jedi as well as countless Republic crewmembers when they blow up the ship. They are for all intents and purposes a Republic war criminal and he is fully justified in trying to kill you, but his problem is making it a personal issue.
  • What the Hell, Hero?: The Hunter can angrily call him out several times during the game, but to no effect. The Supreme Chancellor offers a comment decrying his actions at the end of the Act III story, stating that what he did to get his revenge was unacceptable, even though he's dead by then.
    Janarus: I've been reviewing the reports surrounding the operation to bring you to justice. It's atrocious. A monumental abuse of power.

Darth Tormen

A cybernetic pureblood Sith Lord, Tormen agrees to host the Bounty Hunter after the Chancellor and the Jedi frame him/her for a kilometer-long list of crimes. Darth Tormen is a Sith with a single passion: war. Unlike many of his fellows, he has no interest or patience for intrigue, politics, ideology or self-indulgence; but that isn't to say he is not a thinking man. Tormen would simply rather have all the pieces laid out before him. Some have mistaken Darth Tormen's dislike of subterfuge for a sense of honor or respect for his enemies. Those who have crossed him know the reality: he takes his only satisfaction from engaging his enemies directly and ruthlessly crushing them, no matter how outmatched he may seem.

Darth Tormen, like Darth Malgus, is a Blood Knight-style Sith similar to Darth Vader in the movies. And his relationship with the Hunter is also similar to Boba Fett's relationship with Darth Vader.

  • A Lighter Shade of Black: To Jun Seros, despite his personality and actions being worse. Why? Because Tormen is pretty up-front about what he does and never lies to you, nor does he pretend that he's doing bad things with a noble purpose, unlike Seros. He's also willing to work with you despite Seros' framing, even after every other previous client (the Empire itself included) cuts off relations with you, which implies he doesn't believe (or doesn't care about) the lies being spread about you.
    • But averted in regards to Supreme Chancellor Janarus. Unlike Seros, Janarus really is a good person who wants to do what's right, making him a completely straight Hero Antagonist to Tormen's Villain Protagonist.
  • Authority Equals Asskicking: Wipes out a Republic Spec Ops squad with one strong Force push, then chokes three of his own officers simultaneously for failing him. The ground quakes every time he uses his powers. He even charges headlong into the Green Jedi lines on Corellia and you witness him killing a Green Jedi rather easily. He also chokes the player character's companion for attacking his men when they first meet. The action scenes with him make it clear that Tormen is not a man you screw with.
  • Bad Boss: Chokes out his own men just for failing to prevent a Republic ambush. He also bombed houses, businesses, and hospitals in a world he conquered. Friend and foe alike are not safe with him. He also force chokes your companion after you kill your way through his crew and is not above doing the same to you if you get too mouthy with him.
  • Blood Knight: He is a pureblood cyborg Sith with a passion for war and the power to back it up.
  • The Chessmaster: He doesn't really give a damn about Corellia. The real reason he makes its leadership defect is that he knows full well that Supreme Chancellor Janarus will show up to negotiate the planet's return to the Republic, and that Jun Seros will be unable to resist trying to liberate Corellia by force of arms. That way, he can arrange for the Hunter's confrontation with Seros, and then send them to the Chancellor's ship to take him out in turn.
  • Dark Is Evil: His shady armour is your first hint as to his nature, much like all Sith.
  • Enemy Mine: His main goals are a) to crush the Republic leadership and b) impress the Dark Council so he can eventually ascend to a seat there. He wants the Hunter to help with his plan to capture the Republic Core World of Corellia; to incentivise them, he offers to let them kill Supreme Chancellor Janarus and Jun Seros the Jedi Battlemaster, both of whom are on the Hunter's hit list because of Seros' little Frameup, after Tormen lures them to Corellia. This makes it a mutually beneficial partnership.
  • Establishing Character Moment: In his very first scene, he demonstrates that opposing him is undesirable by choking the player's companion, then proceeds with his job offer as planned. This establishes him as utterly evil, like most Sith, but not without pragmatism and cunning.
  • Kick the Son of a Bitch: Tormen probably doesn't care about Jun Seros' status as a Knight Templar, but it's hard not to appreciate him setting up the Hunter's final fight with him, all things considered.
  • The Team Benefactor: He's the Bounty Hunter's primary employer in Act III.
  • True Final Boss: For Lightside players who accept the Chancellor's offer. The Chancellor offers to grant them immunity for their actual crimes against the Republic if they kill Tormen for him. If you accept, Tormen becomes the final boss of the story.
  • Villains Never Lie: Tormen is always completely up-front about what he wants the Hunter to do and why he wants them to do it, and never resorts to either lying to their face or telling the truth in a cagey manner.