Abusive Precursors: The Rakata definitely qualify (essentially they're what the Sith could turn into if they'd won and run the galaxy for several milennia), and the Celestials waver between this and being the Wizards that Did It.
The Galactic Starfighter sidegame is notable for allowing most "space" maneuvers to take advantage of zero gravity and zero drag — except acceleration. You slow down when you run down your engine power.
Acrofatic: Picking male body type 4 during character creation will not hinder you from force-jumping around or rolling into cover. This applies to NPCs as well.
Action Girl: Three very notable ones: Mandalorian bounty hunter Shae Vizla; the Sith Lord Lana Beniko; and Jedi Master Satele Shan (descendant of Bastila Shan), as well as any female player character or companion.
Activation Sequence: The introduction trailer for HK-51 has one HK unit brought down from storage, then as the camera pans up his frame, lights come on, his power source activates, and finally his optics light up and he speaks, "Declaration: assassination protocols active. Greetings, Master."
Actually Four Mooks: Invoked on Nar Shaddaa in the Republic storyline. The Mountain, leader of one of the street gangs, is actually a set of identical quadruplets.
One of the Crew Skills for companion characters, used to get lightsabercrystals, and the like, as well as opening some passageways in Flashpoints, is called Archaeology and involves excavating ruins.
Sith players start out on the ancient Sith homeworld of Korriban, where many of their lessons require them to retrieve valuable artifacts from the tombs of the ancient Sith Lords. Jedi players have similar opportunities on the ancient Jedi homeworld of Tython.
The Sith Inquisitor spends all of Act 1 hunting for various artifacts (although this often involves hunting thieves more than searching ruins) and even gets a member of the Imperial Reclamation Service as a companion (though he's more a scholar than an adventurer). On the Republic side, the Jedi Consular's story begins with researching ancient Jedi holocrons and finding the Fount of Rajivari.
A branch of the Imperial government, the Imperial Reclamation Service, is a paramilitary branch of the service for non-Force-users dedicated to excavating the past. Imperial players' world story quests on Tatooine and Hoth involve helping them out, as do elements of the Belsavis bonus series. (Fittingly, one of the Sith Inquisitor's —see above— companions is a member of the Reclamation Service.) Quite a lot of the dig sites for the latter are found in a spaceship graveyard, aside from the fact that some Sith tombs are located on this planet.
Affably Evil: Aside from the Player Characters being able to act suavely while committing atrocities, here are some of the more notable ones broken down by class:
Watcher One on Taris and Lord Praven on Tatooine. Watcher One is a My Country, Right or Wrong type who tries to stay out of the political machinations of the Sith if possible and is entirely dedicated to the Empire , so much so that he'll commit suicide rather than allow himself to be taken into custody. If granted mercy and dismissed, though, he'll defect and build a new life in the Republic.
Lord Praven, meanwhile, considers you a Worthy Opponent, drawing you into a duel in exchange for the deactivation code to a super-weapon. He is unlike other Sith in that you're actually able to talk him into defecting to the Jedi, given the right conversation options. And according to his codex, after killing a famous Jedi duelist during the invasion of Coruscant, he spared her Padawan, telling her to challenge him after she'd honed her skills. She did - and the fact that Lord Praven is still around to challenge the Jedi Knight indicates how well the Padawan fared in that duel.
Lord Zyn on Korriban. He's pleasant, cheerful, always smiling, and generous with his praise both in conversations and in reporting your performance to your overseer. You really have to remind yourself that he's an interrogator who tortures people with force lightning to squeeze out information from them and does a Squee! of delight when he hears you tearing through a subject. He also compliments you on your unusual interrogation methods if you get a confession out of the poor guy shackled to the table without zapping him.
Lord Zash, the Sith Lord you're trying to impress, is extremely polite during your first meeting and corrects herself when she accidentally calls you "slave" instead of Acolyte. The next time you see her, she catches your Jerk Ass Overseer playing favorites with Ffon and kills your rival when he admits to attempting to steal your victory in the tomb. Even her Codex bio warns that any Sith Lord that polite and amiable must have some serious Hidden Depths.
Grand Moff Kilran. Everything he says is at the same time arrogant, condescending, and polite — though he cuts the act once you really piss him off. His nickname is "The Butcher of Coruscant."
Darth Lachris: She's casually murderous, yet she genuinely enjoys your relationship, and you can even have a fling with her.
Doctor Charnagus on Nar Shaddaa is an especially unsettling example. On the one hand, he's been grafting certain body parts of Republic soldiers onto Imperial agents so that the Empire can "use them" meaning plant them as saboteurs, and he seems quite proud of the procedure he's using; nevertheless, he greets the Republic PC politely, reasoning that it's "only fair" that the PC want to rescue the abducted Republic Captain who's currently on his operating table. He helpfully wakes the Captain up to tell him that he's been rescued: "Isn't that wonderful?"
Air-Vent Passageway: Subverted during the Grand Acquisitions Race world event. You're asked to spy on a Chevin meeting and use an air vent to do it. Your first thought is probably "Oh, my character's going to crawl through a series of ventilation shafts and watch the meeting from behind a grate." As it turns out, the game wants you to click on the controls for the air vents first and then stand on top of an air vent. The resulting air blast blows you high into the air so that you land on another air vent, which sends you sailing across the room to another spot, etc., until you finally land where you need to be in order to eavesdrop.
Alien Arts Are Appreciated: One of the category of companion gifts are labeled "cultural artifacts," which are generally works of art created by alien species around the galaxy.
Alignment-Based Endings: The class-specific campaigns are mostly linear, but the player's moral choices alter them cosmetically; in addition, each storyline has a final light or dark decision point with implied consequences ranging from minor to major. Also, while the Light Side path is canon for Republic characters, the Dark Side is canon for the Inquisitor, who is referred to by a specific Dark Side title (Darth Nox), rather than a certain Light Side title (Darth Imperius) in the later canon materials.
Allegedly Free Game: While the majority of the game's single-player content is available for free players, the game is still rather punishing for players who don't wish to pay anything. Action bars are limited (which can be gamebreaking if your class includes a wide range of redundant skills), experience gains are reduced after level twenty, Flashpoints offer some restrictions on the number of rolls that can be made for the end-boss items per week, Fast Travel has a higher cooldown, Speeder and Mount Training is more expensive and available only at higher levels, character customization options are restricted to a few races, and cosmetic recoloring and the ability to hide the head slot is locked. In-game purchases can be made using "Cartel Coins," with (for example) $4.99 buying 450 of them. Most of the more-odious restrictions are permanently eased once the player spends $5.00 in the shop, granting "Preferred" status without a subscription, but many feel the game still falls into this eventually because a lot of end-game features require Cartel Coins to be used, such as crafting slots, wearing epic-level gear, and character titles (90 for a single character, 200 for account-wide).
To make a long story short: if you like leveling and playing the class stories, free or Preferred status isn't too crippling. If you want to do lots of Operations and other end-game content, be prepared to subscribe or drop a lot of money into the game.
A lot of these things can be purchased with Cartel Coins (which a player gets with real-world money) and then given or sold to other players via the in-game player market. With enough patience, a free or preferred gamer can purchase most if not all of the unlocks with in-game credits from players that paid Cartel Coins for them, though it generally takes a while. One can also buy an access pass that will allow the running of as many of certain multiplayer scenarios (operations and PvP) for a week, but they will have to buy and use a new one each week. Between the two, it's theoretically possible to play with few limitations beyond the need for Money Grinding.
There are some things, though, that simply can not be purchased with in-game money realistically, due to the limit on player's "wallet." A player can earn a significant amount of money, but they can only hold so much of it at one time as a free player. They won't be able to purchase anything that costs more than the amount they can hold, even if they have more in escrow and have purchased the appropriate items to allow them to draw money out of escrow, because it won't be considered to be in their wallet at one time. This makes some powerful items from the Cartel Market impossible to buy from the in-game market, though one may be able to arrange a deal with another player to pay in increments for them, and makes it impossible to purchase any of the (rare) in-game items sold by NPCs that cost more than they can hold in their wallet.
All of Them: On Quesh, when a Republic player asks what forces are you going to face, the answer is "Every droid the Empire brought."
All There in the Manual: You can enjoy the game just fine without reading/watching anything else, and the in-game codex helps a lot, too; however, between the online Holonet, the comics, the novels, all the Continuity Nods to the previous two games and the whole Star Warsuniverse... let's just say that there's a lot of stuff for fans to enjoy in there.
All Your Base Are Belong to Us: The Korriban Incursion and the Assault on Tython flashpoints. Whether you are the invaders or the defenders depends on your faction.
Amazing Technicolor Battlefield: The second part of the battle against The Terror From Beyond takes place inside a Gree Hypergate, where there are floating platforms and distance from targets becomes irrelevant.
An Adventurer Is You: Eight playable base classes, four for each faction, with two Prestige Classes for each base class. Each class is a mirror of a class on the opposite faction, playing identically, just with different move names. They are as follows:
Jedi Knight/Sith Warrior: Melee DPS/tank.
Jedi Guardian/Sith Juggernaut: Depending on specialization, either is The Meat Shield or something of a Jack of All Trades. Has more versatility than but not as much DPS potential as...
Jedi Sentinel/Sith Marauder: The Scrapper.Dual WieldingGlass Cannons. Possibly has some elements of The DoT Master and The Debuffer.
Jedi Consular/Sith Inquisitor: Combination ranged/melee DPS or tank.
Jedi Shadow/Sith Assassin: The Nuker,The DoT Master or The Mitigation Tank depending on specialization, with some elements of The Backstabber.
Jedi Sage/Sith Sorcerer: The Nuker or The Healer, depending on specializations.
Trooper/Bounty Hunter: Ranged DPS and/or healer, or ranged/melee DPS and tanking.
Commando/Mercenary: The Archer or The Healer, depending on specializations.
Vanguard/Powertech: Combination The Archer/The Blademaster or The Meat Shield, depnding on specializations.
According to Hallow Voice in the Jedi Consular class quest, the Esh-Kha were consciously aware of their millennia-long imprisonment in stasis fields in the Tomb on Belsavis. Consular companion Lt. Felix Iresso points out the more horrific aspects of this trope if he's present.
The Rakata Mind Prisons are white rooms that seemingly expand infinitely in every direction. They were originally used to imprison the minds of criminals, and the only way to escape is for someone else to take (or be forced to take) the inhabitant's place inside. The Mind Prisons are nearly indestructible and almost thirty thousand years old at their youngest — their inhabitants almost invariably have a screw loose.
While the 'space missions' are still rail-shooters, the addition of the Galactic Starfighter expansion gave the game fully-controllable space combat, but only as a PvP battle arena.
The first two thirds of the Colicoid Wargame flashpoint eschew the traditional battle through masses of trash mobs in favor of a turret defense minigame and a switch puzzle sequence.
Another Side, Another Story: All eight class storylines occur approximately cocurrently, with some very rare crossing over between them. For example, the Jedi Knight's companion Doc interacts with the Agent's companion Kaliyo in one of his personal missions, and Satele Shan references the conclusion of the Jedi Knight's storyline, where they fought and defeated the Emperor, in Rise of the Hutt Cartel.
Anti-Frustration Feature: A whole list of them were added in patch 1.2. Notables including skipping right past orbital stations on the way back to the player's ship, being able to access vehicles in certain areas, and getting "Sprint" (the ability to move faster out of combat) at level 1, cutting down the Fake Longevity early on a great deal.
Apocalypse Wow: Ziost. First, we have Vitate causing most of the population to go crazy and start killing everything in sight. Then, after the Player Character manages to piss him off and escapes with a handful of survivors, he retaliates by exterminating all life on the planet while the Player Character watches helplessly from orbit
Apocalyptic Log: A lot of characters record their dying words in hologram messages. It must be pretty easy to set them up and use them while being mauled or murdered.
Apologetic Attacker: After Thanaton gets beaten down by the Inquisitor, Darth Mortis apologizes to Thanaton before snapping his neck with the Force.
Jedi frequently apologise to enemies that refuse to back down. Light-Sided Sith are a variation of this, seemingly more annoyed than anything else that they've been forced into an unnecessary confrontation.
M1-4X is quite upset about having to kill you.
Watching the trailers that establish the setting, Malgus is telling his Master that falling prey to the Jedi they had to double team to kill means it's time for him to die. On being reminded that they did in fact win the battle, Malgus manages to find a hint of sympathy for his True Sith Master, affirming the reclamation of Korriban and telling his Master, "Welcome home." as he finishes the man off and claims his status as Master.
Arrogant Kung-Fu Guy: Ffon serves as one to the Sith Inquisitor on Korriban, constantly putting down the player character (and other apprentice hopefuls) and having his skills as a true Sith being boasted about by Overseer Harkun. He eventually resorts to trying to steal the player character's success when he fails the final test, is caught in the lie by Lord Zash, and fried for it.
Thana Vesh, a Sith apprentice found on Taris by Imperial players. She keeps doing worse than the player character and getting captured on top of that, yet keeps insisting that she's better and that the player character is "getting in her way." However, none of her superiors are duped by her bragging.
Imperial Scientist #1: These experiments the Republic's been conducting — xenophobia, genocidal conditioning... I can hardly believe it. Imperial Scientist #2: I know. It's ghastly, unethical... Imperial Scientist #1: You know I had this same idea years ago. Imperial Scientist #2: You— wait, what? Imperial Scientist #1: Yes. I didn't have the backing or the resources to pursue it, but the hypotheses were there. Never imagined the Republic would beat me to it. Didn't think they had it in them.
The sentient hologram Holiday in the Jedi Consular storyline has a special opinion regarding the Nikto:
Holiday: The Aliens there hate the Republic, Humans... hygiene.
Doc, from the Jedi Knight route notes:
Doc: The frontier worlds are crawling with pirates, gangsters, and tax collectors.
If a male Imperial Agent gets married to Kaliyo, one of the mails she sends you is a to-do list asking you to find bigger and badder things for you and her to kill, figure out where the war is going, and get Lokin to stop practicing Huttese because he's getting on her nerves with it.
Autocannibalism: According to the SWTOR Encyclopedia, Skadge's most infamous crime was forcing a Hutt to eat himself.
Awakening the Sleeping Giant: Thanks to Revan and The Exile's masterful grip on the Idiot Ball, the Republic didn't even know the Sith Empire existed, much less had spent the last three centuries stockpiling for all-out war and genocide. The Empire's shock-and-awe surprise attack got them as far as capturing several core worlds, causing severe damage to Coruscant itself, and forcing the Jedi to Tython. The Treaty of Coruscant is signed and everyone involved knows it's worth less than the flimsiplast it's printed on, but it does give the Republic some breathing room to stockpile and regroup while the Sith predictably start infighting. And while the Empire is tactically proficient (any given Jedi or Republic Army trooper would probably meet their match with any given Sith or Imperial Army soldier), strategically, they seem to have no idea when to fight and why—they repeatedly sacrifice strategic advantages to gain tactical ones while attempting to provoke the Republic into all-out war. That coupled with the fact the Republic has a much larger population, better infrastructure (compare Coruscant to Dromund Kaas), and a better grasp of teamwork (even the teeth-clenched variety) leaves no one surprised that the Empire's in serious trouble come the Makeb arc.
The Sith governor of Balmorra enjoys crushing rebels a little too much. The lines used to flirt with her are generally pretty hilarious because of it; player characters can only...spend quality time with her by acting like a complete sociopath.
NR-02, the protocol droid aboard the Black Talon, also qualifies — after you get used to his clinical way of speaking.
Badass Boast: It seems that everything that comes out of the Bounty Hunter's mouth is either this or asking for the agreed-upon money.
The Sith Emperor: You are mine: servants, slaves, weapons... and you will obey.
The Inquisitor can turn the Sith Code into one. After Darth Thanaton's spent most of the game looking down on you for being a slave, it's quite tempting to hit him with this:
Sith Inquisitor:Through victory, my chains are broken. The Force shall free me.
Jace Malcom, who leads a daring raid on invading Sith forces on Alderaan. He starts with massive destruction via his BFG. When that starts to get boring, he goes after the local Sith Lord. When Malgus deflects the rockets, he charges him, steam-rolling through two Sith Warriors in the process. When he's finally stopped by Force Lightning, he pulls out a freakin' knife before getting blasted away. Cue an awesome Jedi, who happens to be the Grand Master of Order and a direct descendant of Bastila Shan, whooping up. And what does this man do when the same Sith tries to impale the saving Jedi? He bum rushes the guy and, whilst they grapple, sets off a FREAKIN' GRENADE. Oh, and survives. Talk about BAD !@#$%^&*!
If you watch during the battle, you can see other troopers taking on Sith with their bare hands.And winning!
The Imperial Agent is stated by developers as being designed around the idea of a non-force-sensitive dangerous enough to be feared by Jedi and Sith. Jedi Historian Gnost-Dural even states that Imperial Intelligence is just as dangerous as the Sith itself.
This also applies for any non force-sensitive companions, which is generally most of them.
Bad Boss: Imperial Intelligence tries to keep The Empire together but still has to answer to the Sith. They often get caught up in Sith power struggles as a result, and that is never a good thing.
Darth Acharon, encountered by Republic characters on Corellia, is famed in-universe as a particularly Bad Boss even by Sith standards. According to his codex entry, he has personally executed over 200 soldiers under his command for transgressions ranging from critical mission failures to inadequately polished boots.
Bait-and-Switch Boss: The second boss of the Mandalorian Raiders Flashpoint looks like it's going to be a group of elite Mandalorians. However, these Mandalorians immediately get killed by a boarding party from your opposing faction who serve as the real boss.
Bald of Evil: Darth Malgus, who features in the "Hope," "Deceived," and "Return" trailers.
Kaliyo Djannis, not so much evil as an easily-bored anarchist, but usually prefers the dark side option.
For that matter, all Rattataki appear to be bald; their homeworld is described as having a brutal, savage culture, and before unlocking, they're only available to Imperial players.
Also one of the manifestations of the Sith Emperor, where he's a bald kid.
Since each of the eight player classes gets their own set of combat-effective companions, and every class has romance options...
Battle in the Center of the Mind: Chapter II of Knights of the Fallen Empire takes place within the Outlander's mind as they are shown visions of both their past and future and have to fight through them.
The final battle of Knights of the Eternal Throne has the Outsider battling Valkorion for control of their body. Valkorian has a massive advantage thanks to his massive power and experience in body-snatching until the Outlander realizes that they can can change the rules at will and curb-stomp him in seconds.
Beef Gate: Sure, you can technically visit any planet after you get your ship around level 16, but considering that each planet is geared towards a certain character level (for example, Hoth is geared for characters around level 38-40), heading to an endgame planet like Corellia after finishing Dromund Kaas or Coruscant is not advisable. Also, Heroic areas are designed for group play and the weakest enemy in them tends to be elite level at least, so it is not a good idea to try and solo them unless you are overleveled or equipped with level-appropriate epic gear top to bottom.
The game in general borrows World of Warcraft mechanics on what you can fight. Significant attack miss/resist starts at "your level +3," and escalate rapidly from there. Regardless of gear or companion tactics, you eventually just bounce off.
Being Evil Sucks/Being Good Sucks: Aside from the war, being a Force-user on either side isn't good for your love life. The Jedi think being attached to something can lead to the Dark Side, which is true enough to be hard to disprove, while the Sith consider love to be a weakness and since they're always trying to off each other makes it a very dangerous thing to start a family on their side. The Sith power struggles mean that despite Evil is Cool, Being Evil Sucks for the side as a whole since anyone they care about could get Stuffed In The Fridge by a rival, and that's if they aren't forced to do the deed themselves.
Benevolent Boss: Darth Silthar. Unlike most Sith, he looks out for his subordinates and if they fail, he offers them encouragement instead of killing them.
Better Living Through Evil: The general reasoning given for someone defecting to the Empire: sure they don't tolerate failure, but they sure as hell generously reward success. In fact, this is a possible way to convert Jaesa Wilsaam to the Sith if you're a Light-side Sith Warrior, strongarm her parents to the Empire, then make it completely clear to your master and everyone else they are to be given full citizenship and comfortable lives.
BFS: Chanya Medaal, a minor character in the Imperial Bonus Series in Alderaan, has a sword as tall and as wide as her entire torso.
Big Bad Ensemble: Most storylines have their own villain, who is often the last boss of that storyline:
The game as a whole: The Emperor is trying to exterminate all life in the galaxy to become a god and has been manipulating all sides to that end.
Act 1: Darth Angral, a vengeful Sith Lord who has stolen multiple superweapons from the Republic.
Acts 2 and 3: The Emperor takes center stage.
Act 1: Lord Vivicar, the master of the plague targeting Jedi Masters.
Act 2: Lord Kyrus, the mysterious Sith Lord trying to assassinate the Rift Alliance delegates. He turns out to be a servant of Blaesus, the Emperor's mole in the Rift Alliance and the arc's actual Big Bad.
Act 3: The First Son, the leader of the Children of the Emperor.
Act 1: Harron Tavus, Havoc Squad's former commander, who defected to the Empire.
Act 2: You actually don't really have one; you'll spend all your time working out kinks in the Republic's supply chains and pacifying local conflicts that are draining your logistics.
Act 3: General Rakton, the Empire's most skilled commander.
Act 1: Skavak, the man who stole the Smuggler's ship and the Smuggler's rival in the search for Nok Drayan's treasure.
Act 2 and 3: The Voidwolf, an ambitious pirate turned Imperial Admiral.
Act 1: Nomen Karr, a Jedi Master who is trying to expose Darth Baras's spy network.
Act 2: Darth Vengean, Baras's master and the true target of Baras's Act 2 schemes.
Act 3: Darth Baras, the Warrior's treacherous former master.
Act 1: Darth Zash, your master, who is trying to steal the Inquisitor's body.
Acts 2 and 3: Darth Thanaton, a Sith rival who believes that the Inquisitor is a threat to his power and not worthy to be Sith.
Act 1: Tarro Blood, a corrupt Mandalorian who killed most of the Bounty Hunter's team at the start of the storyline.
Acts 2 and 3: Jun Serros, the battlemaster of the Jedi Order, who has a vendetta against the Bounty Hunter after the Hunter killed one of Seros's colleagues during the Great Hunt.
Act 1: The Eagle, the anti-Imperial terrorist who killed Darth Jadus. The Eagle turns out to be an Unwitting Pawn of Darth Jadus, the arc's actual Big Bad, who faked his death as part of a plot to seize power.
Act 2: Ardun Kothe, a Republic SIS agent who is plotting to destroy the Empire.
Act 3: The Star Cabal, a thousand-year conspiracy that is trying to free the galaxy from Force-users by any means necessary.
Tatooine Questlines: The Imprisoned One, an ancient Rakata trapped in a mind prison who is trying to create a new Infinite Empire.
Alderaan Questlines: Bouris Ulgo, the mad usurper king of Alderaan and a sworn enemy of both the Republic and Empire.
Voss Questlines: Sel-Makor, an Eldritch Abomination spawned by the hatred that the Voss and Gormak hold for one another.
Ilum Questlines: Darth Malgus, a Sith Lord who decided to start his own Empire.
The storyline lasting from "Karagga's Palace" Operation to the "Dread War" update: the Dread Masters, a group of six treacherous Sith Lords with the power to subject their foes to overwhelming terror.
Republic Makeb storyline: Toborro, the leader of the Hutt Cartel, who wants to turn the Cartel into a superpower to match the Republic and Empire.
Imperial Makeb storyline: Archon Szajin, who seeks to prevent the Empire from getting its hands on Isotope-5.
Forged Alliances: Darth Arkous and Colonel Darok, two leaders of the Order of Revan, who have infiltrated the Sith and the Republic respectively and are building a cyborg army for the cult. They eventually turn out to be Co-Dragons to Revan himself.
"Shadow of Revan": Revan, who has returned from death and is plotting against both the Republic and Empire.
"Knights of the Fallen Empire": Arcann, the new Emperor of the Eternal Empire.
"Knights of the Eternal Throne": Vaylin, who has taken over as ruler of the Eternal Empire, with Valkorion as the Greater Scopes Villain. Saresh of chapter two who attempts to kill the Outlander and Acina and ARIES of chapter four and five who attempts to kill all the "visitors" whom are trapped on Iokath.
Big Brother Is Watching: Kaas City is one of the most orderly places in the galaxy and the combination of Imperial Intelligence and the pacification droids that litter the streets ensure it stays that way.
Lord Kallig also has one of Grandpa Sethian proportions in the Sith Inquisitor's storyline when he rescues you from the mad ghost Darth Andru as part of a trap set for the Inquisitor by Darth Thanaton. That said, he does chide the Inquisitor for falling for it and warns his descendant he doesn't have the strength to do it again.
Bigger Bad: Many cases with the main questline in some planets.
Bigger on the Inside: In several locations, full-scale models of the Republic Thranta-class frigate can be seen up close. There is absolutely no way that the interiors visited in the Black Talon and Esseles flashpoints could fit in there.
Rakata mind prisons are said to be this as well with stark white interiors that go on forever.
Bittersweet Ending: In all of the endings of the Imperial Agent story, the Star Cabal has been thwarted, but Imperial Intelligence is left disbanded and the Minister of Intelligence will possibly be executed by the Dark Council for going behind their backs in order to aid you in destroying the Star Cabal, and nobody outside of the Intelligence and your crew will ever know what you have done to save the galaxy. However, Shadow of Revan reveals that the Minister of Intelligence managed to avoid execution due to the fact that the Dark Council is afraid of him leaking blackmail material to the public upon death and was allowed to peacefully retire.
Bi the Way: All romances, both flirt and serious in the vanilla release are strictly heterosexual. From the Rise of the Hutt Cartel expansion forward most romances play the same way regardless of the player's gender, which initially led to some Unfortunate Implications when the only two openly bisexual people in the Galaxy were both found on Makeb. The main romanceable characters for the "Shadow of Revan" and "Knights of the Fallen Empire" expansions pay no attention to your gender at all.
Black and Grey Morality: Even though the Republic is flawed, the game makes no bones about conveying that a victory for the totalitarian Empire would not only put the Galaxy under an exceedingly harsh and anti-democratic government but also leave it at the mercy of the Sith. The Jedi Knight chapter 3 storyline implies even worse things.
Black Cloak: The style of choice for the discriminating, fashion-conscious Sith.
Black Eyes of Crazy: A trait found on Joiners, beings who have been assimilated into the Killik hive mind. A similar effect is found on Rakghoul infectees on their icons or if you preview them, but in-game all of them, barring Treek, have white eyes and red sclera.
Blatant Lies: One of the Bounty Brokers' Association subquests involves capturing or destroying an assassin droid. When you meet your target, it's a regular-looking protocol droid with the description "Harmless Protocol Droid," who proceeds to unleash a Macross Missile Massacre on you.
Bleak Level: Taris and Oricon, later Ziost after the player's opposition of Darth Vitiate.
The 'Esseles' and 'Black Talon' flashpoints end with the players doing one of these to an enemy capitol ship, while the rest of the flashpoints have players sneaking into enemy territory with shuttle craft.
And then there's the Hateful Entity in 16-man Nightmare Mode Scum and Villainy. It's spawned via yet another MacGuffin dropped from the aforementioned Dreadful Entity. It is so difficult to beat that only a handful of known guilds have done it, with several threads on the official forums swapping strategies and progress towards killing it. It's even drawn comparisons to the Absolute Virtue from Final Fantasy XI before it was nerfed.
Boring, but Practical: Not uncommon to see a lot of people sticking to their first companion the entire game. Expect to see a lot of Bounty Hunters with Mako in tow, for example.
In the case of the Imperial Agent, they'll stick to the one companion because they get theirs quite late compared to the others. (Their first companion joins on Hutta... their second joins on Alderaan, after some classes have already gotten their third companion.)
Sith Sorcerers seem to be welded at the hip to Khem Val. Understandable when you realize that they make a thoroughly respectable Damage-Healer-Tank trinity between the two of them if geared well enough for level.
Guardians and Sentinels will usually have either Kira or Doc out; the rest of the companions rarely see any use.
And since only certain companions are romanceable for each player class, in some cases it's more practical to stick to one companion so the player can progress through the romance faster. For example, Mako is a romance option for a male Bounty Hunter and the first companion to join him, so sticking to Mako as a companion for a male Bounty Hunter playthrough allows the player to romance Mako faster. This also applies to Corso Riggs, a romance option for female characters and the first companion to join the Smuggler; Vette, a romance option for male characters and the first companion to join the Sith Warrior; Aric Jorgan, a romance option for female characters and the first companion to join the Republic Trooper; and Kaliyo, a romance option for male characters and the first companion to join the Imperial Agent.
As of the 4.0 update that came with Knights of the Fallen Empire, all companions can be set to fill the roles of Tank, Healer and DPS meaning that players are no longer limited by their roles to determine who they want to bring out. It also removed the need to grind for approval, so they don't have to be taken along to unlock their plot lines.
Bounty Hunter: One of the Sith-aligned classes available to the player as the Empire has employed a large number of the mercs to bolster their ranks as well as having a military alliance with the Mandalorians. Complete with a jetpack and a flamethrower!
Boss Arena Idiocy: Jindo Kraay, from the False Emperor Flashpoint, fights alongside his ship, and his ship's lasers continue to become stronger unless his ship is damaged. Good thing you fight him near some laser cannons that are already pointed at his ship.
The Rakghoul Behemoth, from the Kaon Under Siege Flashpoint, would be very hard to beat if it weren't for some well-placed explosive barrels.
The Fabricator, from the Karagga's Palace Operation, would be invincible if it weren't for the conveniently placed incinerator that drastically weakens its armor.
In Terror from Beyond, Kephess falls prey to the folly of fighting near unstable pillars, which lower his defenses if they collapse on him.
In The Ravagers, Coratanni is fond of setting everyone on fire every 40 seconds or so. She's less fond of turning off the cooling systems, which can remove the resultant powerful DOT.
In the 4-man Heroic missions "Uprooting the Last Seed" and "The Alchemy of Evil" at the end of the Seeker Droid storyline, you battle a giant underwalker with a stacking buff that reduces its damage taken. The only way to remove the buff is when it disappears from the room to summon tentacles and perform a Ground Pound when they're destroyed; when it's about to fall, you have to make it land on the scattered chemical canisters by standing directly on top of them.
Bread, Eggs, Milk, Squick: One Republic mission on Taris requires you to get infected with the rakghoul plague so that they can create an effective vaccine. Once you do...
In the Alderaan arc for the Sith Warrior, their main contact is a rather slimy member of House Thul that initially tries to have you killed for bothering him, only to learn that his Sith bodyguard will not attack another Imperial, which causes him to shape up pretty quickly. At the end, you're told by Baras that he's been using you to get rid of his enemies and pinning his screw-ups on you, at which point Baras gives you permission to deal with him as you will.
The Quesh planetary sidequest for Imperials has a rather sexist Moff tell a female PC that they have no place in war, even if they happen to be Sith. All four classes get the option to kick his ass, with the other Moffs simply standing by and letting him get what's coming to him.
Bunny-Ears Lawyer: The Light-Sided Sith Inquisitor (and to a lesser extent, Sith Warrior) is seen as such by everyone they meet. Imperials, Republic forces and independents alike are consistently taken aback by their unexpected level-headedness, tendency to honour promises and occasional displays of genuine compassion, and most of them obviously think they're more than a little bit weird compared to other Sith they've met in that regard. Darth Ravage even notices this in the end, if the Inquisitor treats the Dark Council with respect and courtesy.
Darth Ravage: Always beware the humble ones.
Burning the Flag: One of the heroic missions on Nar Shaddaa involves invading a Mandalorian stronghold, killing their leaders, and burning their clan flags.
A justified example in the original release: because the players could potentially play their character in a number of different ways (healing, tank, dps, ranged, etc.), the player gets five companions that each fill a different "role," so no matter your playstyle, you'll have at least one companion who can back you up by playing a complementary role. Thus, after you get your class's five companions, no matter what, they would always stay with you, even if killing them made sense as a Dark Side option in the story. With update 4.0. however, all companions can now fulfill every role, allowing them to be Killed Off for Real in later expansions when the storyline demands it without breaking your gameplay style.
The Imperial Agent story has a particularly blatant example almost at the end. Keeper assigns you to get intentionally captured and reveal certain false information under torture. The player can point out how utterly insane this plan is, and even bring up that she not only no longer has any legitimate authority but that she has recently suffered massive brain damage and was catatonic until very recently. You still have to follow the plan, and the Agent only survives because their enemies grab the Villain Ball and release them alive for literally no reason.
The Caligula: The Sith theocracy who technically rule the Empire are crazy and nasty enough on their own, but then there's Emperor Vitate, an Omnicidal Maniac who doesn't even care about governing. All he wants is constant war and death so that he can keep growing more powerful.
Call Back: The game has these in spades, most to the original KotOR games.
There's Satele Shan, descendant of Bastila Shan and Revan.
Various groups met in quests follow groups directly affected by KotOR's characters: the Revanites, Sith citizens who worship Revan; the Preservers, Mandalorians following the ways of Mandalore the Preserver a.k.a. Canderous Ordo and support the Republic; and so on.
The Smuggler's starship design looks like what you'd get if the Ebon Hawk' and the Millenium Falcon had a kid.
Revan, the Exile, and the original HK-47 are featured in the storyline.
The Jedi Consular's storyline involves meetings with a number of Jedi Masters from the Knights of The Old Republic series, including Bastila Shan herself! Holocrons with masters from Comic Book//Tales of the Jedi are encountered early on as well.
The main quest line on Tatooine (for both sides) involves a Rakata mind prison — quite possibly the same one Revan delivered to a Hutt three hundred years prior.
Several of the noble families of Alderaan recall chronologically later works. House Organa, obviously for Bail and Leia Organa, and House Thul for Raynar Thul. Houses Panteer and Cortess are taken from the names of obscure characters from the comics.
If romancing Elara, a male Trooper can ask if she's going to be the Hutt slave girl this time.
Revan, upon escaping from the Emperor, enacts a plan that will wipe out anyone with any trace of Sith blood. This translates to 97% of the Imperial population, according to HK-47.
Warlord Kephess was a Republic-aligned mercenary until he was killed and resurrected by the Dread Masters. He gained incredible powers at the cost of becoming fanatically loyal to his masters. After being killed again at the end of Explosive Conflict, the Dread Masters revive him again in a monstrous body.
Card-Carrying Villain: Many people in the Sith Empire, but overall, the Eternal Empire screams this trope. For example, why are they manipulating the Alderaanian noble houses into continuing their war? So that they can beam footage of real people being massacred back to Zakuul, where their people see it as live entertainment.
Cargo Envy: Satele Shan and her double-bladed lightsaber. Made more poignant by the fact the image is not only on the DVD case but on the game's initial loading screen.
Cartoonish Supervillainy: While major characters are usually at least a little more complex, minor boss and background Sith fall into this a lot. The more reasonable Sith treat them as something of an embarrassment but don't do anything to rein them in. Non-Sith Imperial characters, especially Agents, run into Sith like this a lot.
Casanova Wannabe: Harez Bant, an employee in the Imperial-controlled cantina on Balmorra. When you first see him, he's chatting up three females in the background, and has been romancing every lonely female he can. Couple this with being a petty thief, and he's just asking for trouble, which could easily result in being executed by the player.
Chainmail Bikini: Averted at launch when the selection of outfits was mostly class-limited, though even then Leia's iconic outfit from Return of the Jedi was available for purchase for both factions on Nar Shaddaa and could be used as moddable light armor. With the addition of Adaptive Armor and the Cartel Market, outfits like this have become a lot more common in-game for no readily discernible reason.
Chainsaw Grip BFG: Assault cannons, oversized weapons carried by the Commando class are held this way (and provide the page image).
Chaos Architecture: On Korriban; Ajunta Pall's tomb is now at the center of the Valley of the Dark Lords, while Marka Ragnos' tomb has been moved out of it (to say nothing of how the interiors of the tombs have changed), compared to the original KotOR.
Which only continues the long tradition, as KotOR in turn wasn't consistent with the Jedi Academy video game. Then again, if any place in the Star Wars universe is going to have unpredictable geography...
Deconstructed in the case of the Sith Inquisitor who is a potent Force-sensitive and is revealed to be the distant descendent of an great and powerful - albeit forgotten - Dark Lord of the Sith but is in one way or another given short shrift by everyone they meet. Much of what the Inquisitor pulls off even in the Prologue is so far beyond an Apprentice (let alone a "slave") that it gets brushed off in disbelief.
Chronic Backstabbing Disorder: This is the long and the short of it re: society within the Sith Empire. It gets deconstructed big time, though. Their chronic backstabbing leads to Imperial Intelligence getting disbanded and about half the Dark Council dead or worse. Darth Malgus tried to form his own empire in the wake of the Knight taking out the Emperor, the Dread Masters the Empire freed from Belsalvis also try forming an empire of their own, backstabbing their "rescuers" (even though they are a pain in the Republic's side as well). With Klingon Promotion being standard operating procedure, experienced officers, Intelligence personnel, and Sith end up jockeying for position and mere survival, undermining and murdering each other and leading to fewer competent leaders when they already have a lower population and throw much of their population that isn't Sith or human (remember, this is a galaxy with thousands of sentient races) into slavery, shrinking their talent pool even further. By the time the Makeb storyline rolls around, Darth Marr is admitting the Empire's screwed and requires several major reforms just to survive.
Colony Drop: Hammer Station is a space station that shoots asteroids at planets.
Color Coded Item Tiers: The game features eight colors: grey ('trash' items, only good for selling to a vendor), white ('street' gear, which do not give stats), green, blue, orange (Socketed Equipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple/magenta (coming from Rare Random Drops and stores selling gear for endgame dungeon tokens; usually Socketed Equipment filled with purple stat-boosting components by default, the endgame shop armors also give additional bonuses for wearing at least two parts of a given set), darker purple 'legendary' items, and light gold "Inheritance" items that are limited to characters on the same player account.
Combat Medic: Everyone, except Jedi Knights and Sith Warriors, can specialize in healing themselves and others (after level 10). Also, any companion can be set to healing mode (as of 4.0).
Comedic Sociopathy: Players will be able to engage in this, as the Inquisitor in particular frequently gets a conversation choice titled "Shock him." Also shows up in conversations between the Sith Warrior and Vette as she is wearing a slave shock collar. And the Inquisitor, in conversation with other Force users, can ask Khem Val what Khem likes to do to Force users.
Also, in Huttball, the devs noticed that people were hogging the ball and creating an impenetrable defense around it. They fixed this by making it explode if a team tries hogging the ball in a corner. The in-universe justification for this? Huttball is for the Hutts' personal entertainment, and you're boring them!
In one of Coruscant's more lawless sectors, the local gangs play a game called "Boom." The local swoop gangs booby-trap Republic supply crates after raiding them and make bets on how long it'll be before some civilian approaches it to salvage the goods. Related to this is how, on Ord Mantell, local Republic soldiers bet with refugees as to whether they can make it in one piece across a minefield in exchange for goods that are in short supply. The player can put a stop to it, run the course, or join in the betting.
After a bit of a quest, you can add HK-51, your own personal "advanced" HK unit, to your list of Companions. He's just as delightfully Ax-Crazy as HK-47 from KotOR and KotOR II.
Companion-Specific Sidequest: Each companion has an entire Sidequest Sidestory gated by their Affection level towards you and the current Act. For most companions, this is just a series of dialogues but for the respective first companion of each class, it is supplemented by a series of minor personal miniquests across the galaxy whereupon they are the Required Party Member. Certain companions (generally one of each gender for each class) also have a Romance Sidequest running in parallel, similarly gated.
The Computer Shall Taunt You: Playing as a Bounty Hunter, you get an assignment to kill a Sith. When you get to her, she says she's disappointed that it was just some bounty hunter who was sent after her, not even a Mandalorian! If you ask her why, she says that obviously she's going to make short work of you, since she's this badass Sith, and you're just some chump who can't even use the Force. Maybe another Sith could beat her, or possibly a really lucky Jedi, but not the likes of you.
An almost-literal, in-universe example is SCORPIO.
Confronting Your Imposter: After impersonating a space pirate to deceive Nem'ro the Hutt, the Imperial Agent must deal with the real one when he unexpectedly appears. Facing him when his ship lands in the space port.
Conservation of Ninjutsu: The enemy strength ranking system was made with this trope in mind: weak enemies come in packs of 3-5 and die quickly, making your character feel strong by comparison, while strong and up can go one-on-one with the player and give them a good fight.
Conspicuous Consumption: During the Smuggler Storyline, you run into a Republic spy on Balmorra who got busted for buying customized speeders beyond his salary.
Taris has several nods to KotOR, including the wreckage of the Endar Spire, an old Swoop Track named Brejik's Run, and a quest giving some closure on what happened to the Outcasts. The ruined city with trees growing and vines hanging off the building makes the planet a two-fer in the trope area as well.
The Imprisoned One from both factions' world quest arc on Tatooine is implied to be the mentally imprisoned Rakata that Revan could sell to Motta the Hutt back in the first Knights of the Old Republic game.
Commander Madine on Balmorra is the leader of a Republic offensive determined to liberate Balmorra from Imperial occupation.
Although the class stories interact very little with each other, there are quite a few sly nods between them:
Risha, the Smuggler's companion, is a Childhood Friend of Vette, the Sith Warrior's companion, the latter actually being rescued by the former's father from slavery.
One talk with Qyzen Fess, companion to the Jedi Consular, reveals that he used to work with a bounty hunter named Braden, the Bounty Hunter's mentor. Later on in Qyzen's quest chain, he needs to get some information that only a good slicer can acquire. Fortunately, he met and befriended a good slicer back when he knew Braden: Braden's adopted daughter and the Bounty Hunter's first companion Mako, to whom he places a holocall and is happy to help him out.
Doc, companion of the Jedi Knight, had a one-time fling with Kaliyo, the Imperial Agent's companion. Doc's big-name-doctor ambitions are also thwarted when the Bounty Hunter's companion Skadge kills Nem'ro the Hutt before Doc's treatment of his rare wasting disease can be independently verified.
General Rakton, the main enemy of the third act of the Republic Trooper, is mentioned by Lieutenant Pierce, the Sith Warrior companion, who is sent on a mission with his old squad to take on the Bastion.
All Dark Councillors present in the chamber are seen in other quests at one time or another. Darth Marr, for instance, who is the narrator of the Voidstar Warzone, has lines for each class that has a scene in the room.
Late in the Imperial Agent class quest, you learn that Nok Drayen from the Smuggler class quest was a member of the Star Cabal's inner circle; the father of the villain from the Republic's questline on Tatooine is another member.
On Taris, Republic players help a Dr. Ianna Cel with research into the rakghoul disease. Ianna Cel and her research later play a central role in the Imperial Agent's Taris questline. The Agent also ends up visiting Needles' (from the Republic Trooper storyline) lab on Taris concerning a rogue Jedi's interest in research Needles did on the rakghouls—the same research the Trooper put a stop to. For that matter, on Imperial Taris, virtually every quest references and messes up what gains the player made on Republic Taris.
In the Imperial Agent's questline on Corellia, you learn that the Star Cabal is using the conflicts in the Sith Warrior and Inquisitor class quests to weaken the Sith army so the Imperial and Republic forces on Corellia will be evenly matched.
The cults in the Sith Inquisitor's quests on Nar Shaddaa are competing with the cult led by the mad Jedi Master from the Jedi Consular storyline.
Felix Iresso, a Jedi Consular companion, used to work under Aric Jorgan, the Trooper's companion.
On Balmorra, Imperial players assist Darth Lachris in fighting against the Balmorra Resistance. Later, Darth Lachris becomes the Arc Villain for the Jedi Consular's Balmorra questline.
Patch 4.4 introduces a Blood Sport arena where you fight under the name "The Mysterious Stranger", just like at the beginning of KOTOR.
Contractual Boss Immunity: Most bosses or sufficiently powerful mobs (like the faction guards and turrets at bases) are immune to knockback and impairing effects; some of them are immune to interrupts as well. These guys are supposed to be challenging to fight, so you can't stunlock them or push them into bottomless pits.
Contrived Coincidence: The Jedi Knight and Sith Warrior would be arch-enemies if their finales didn't happen to go off at the exact same time on different worlds.
Convenient Item Placement: Early on, the final boss of the False Emperor Flashpoint needed to be killed by getting knocked into the bottomless pit. Since some classes don't have knockbacks, there is a chest of grenades that can do this nearby.
Cool Shades: Cyborg Imperial Agents have quite a few options that make their cybernetics look less like implants, and more like shades that they never take off.
Smugglers, fittingly, start with one, which is promptly stolen.
Corrupt Corporate Executive: Several over the course of events, but Gayem Leksende, the Republic's nemesis on Tatooine, takes the cake.
The Corellian Council has many. The Central Theme of the Republic Corellian campaign is the corruptibility of big business, and how businessmen will not act in the benefit of their people if they sniff out a better deal. When the Empire invades, only a couple are loyal to the Republic, and one or two decide to help them reclaim the Republic, if only to avoid imprisonment. Instead of profiting, the resulting war just destroys a lot of Corellia's wealth and shakes the people's faith in their government. The leaders that remain loyal to the Republic from the start are members of Corellian Security, the Green Jedi, prominent members of the populace, and the sector's senator.
Corrupt Politician: Every single member of the Corellian Council. Some are cowards, others Sith collaborators, and one moonlights as the leader of a street gang in Coronet City. It's only once the Sith take over and they realize how terrifying it is to answer to them while commanding a 0% Approval Rating among your own people that a couple decide to repent and rejoin the Republic.
For all its sleek metal and order, the Sith Empire is not a good place to be if you are not (capable) Sith. Incapable Sith don't survive arbitrarily brutal training. Any non-Sith hopes to not draw arbitrarily brutal treatment from the nigh-untouchable evil sorcerers.
Crippling Overspecialization: Flavor-wise, if not mechanically, this occurs with some classes. For example, an Imperial Agent-turned-Sniper who chooses to select the Marksmanship discipline will generally find themselves sitting in place while rotating between Snipe ("Use gun on man"), Ambush ("Use gun on unsuspecting man"), Penetrating Shots ("Use gun on man a lot"), Followthrough ("Use gun on man you just used your gun on"), and Takedown ("Use gun on badly wounded man").
Crossover: Everyone is playing the same game, but there's a significant amount of interconnectivity to the character storylines. And while some is expected due to some NPCs being major galactic players, there's a significant amount of small-time relations. To wit:
The Consular's companion Qyzen and the Bounty Hunter's companion Mako are old friends.
Lt. Iresso, another of the Consular's companions, once served under Lt. Jorgan, a companion of the Trooper.
The Jedi Knight's companion Doc's old girlfriend is Kaliyo, the Imperial Agent's first companion. His plan to heal Nem'ro fails thanks to Bounty Hunter companion Skadge.
In fact, the last chapter of the Imperial Agent story is a subtle mess of these, because the members of the Star Cabal are a collection of NPCs from at least the Jedi Knight, Consular, and Smuggler stories/worlds.
Cruel Mercy: Some Dark Side choices and even some Light Side choices come off as this; as a Bounty Hunter, you can carbonite freeze a Zabrak to turn him into the Hutt Cartel for torture and a Trandoshan to disgrace him. As a Sith Warrior, when you defeat Darth Baras the two Dark Side choices are killing him while the Light Side choice is leaving him to be removed from the Dark Council and exiled.
Cult: The Revanites of Dromund Kaas, who secretly work to spread the word of Revan, see themselves as persecuted by both Jedi and Sith but do little sane work that would help them be accepted by either.
The Sith Inquisitor also deals with a cult on Nar Shaddaa ruled by the Sith Lord Paladius. And ends up leading a cult of their own as they go after Paladius for the artifact he holds.
Cultural Posturing: The Gormak and Voss do this to each other constantly, both considering the other's culture utterly corrupted and degenerate. It's been going on so long that they've completely forgotten that they're actually branches of the same race.
Cutting the Knot: A Sith holocron has sat entombed in an obelisk for over a millennium. Hundreds of Sith have tried to puzzle out how to release it. The Sith Inquisitor shot it with Force Lightning, proving that the simplest solutions are sometimes the best.
Made hilarious since the dialogue shows the Sith Inquisitor shocked it simply out of frustration, only to be genuinely surprised that it actually worked! They can later admit this to Darth Zash, who finds it equally amusing. A later conversation with the Inquisitor's healer companion, Talos Drellik, indicates that it's entirely possible that the artifact wouldn't have worked for anyone BUT the Inquisitor , due to their bloodline.
Later on, the Inquisitor's last companion Xalek passes his final exam at the Sith Academy by waiting until someone else got the carving he's supposed to find, killing him just as he was about to deliver it to their instructors then taking the artifact himself. Harkun in particular is furious since he's just blatantly murdering people without any tact.
Cue the Falling Object: The quest to reclaim HK-55 as a companion begins with a cutscene of HK gunning down every other droid in the testing chamber, as panicked technicians run to and fro, until the Outlander arrives and surveys the scene with HK and the lead tech standing amidst the devastation as one burning droid in the background slowly collapses.
Cyanide Pill: In the Agent questline, the Old Man injects himself with lethal poison if you don't kill him immediately after defeating him. In the Jedi Knight questline, Watcher One does the same if you try to apprehend him.
Cyborg: Plenty of them, with this being Star Wars, and cyborg human is one of the playable races. One Sith Inquisitor Darth Mekhis from The Lost Suns tie-in comic hascybernetic eyebrows.
Damager, Healer, Tank: The Advanced classes (unlocked at level 10 for each starter class) are divided into these categories, with each player expected to fill one particular role. Parties are limited at four, allowing for someone of each role plus an extra. The Group Finder is explicitly divided into these, and groups may search for specific roles and, if they find a match, automatically transfer to their location.
Darker and Edgier: Than most Star Wars fare: the game is set in a cold war where both sides can easily be called evil by the other side for entirely valid reasons. It is a BioWare game after all.
Dark is Not Evil: There are several examples of Imperials not being completely evil. Darth Malgus is a loving husband who cares about his men and the civilians of the Empire, the troopers follow their leaders out of respect and not fearnote Well, usually, anyway, and you'll be able to influence how true this is. and the Empire itself is a meritocracy done right (usually)note Related to The Starscream, the Bounty Hunter's quest on Balmorra consists of an Imperial commander trying to undermine his superior and look better to the overseer of the base, and hiring the BH to do the dirty work for him. This comes back to bite him in the arse, as the Admiral had been paying attention and orders the execution of the backstabber..
It is worth noting that Malgus is a reformist and deeply hated in some Sith circles for his radical views. "Loving husband" is also very debatable seeing as his "wife"was technically hisslaveand had no ability to leave. That, and he kills her when she becomes his "weakness," despite her misguided devotion. The only reason he's not directly targeted is his lack of a political power base and the fact he has no desire to get involved in the backstabbing politics of the Empire. So whilst the Empire has members who aren't simply in it For the Evulz, the darker aspects still very much remain.
Later history trailers have even lampshaded the idea that, logically, the Sith should have a 0% Approval Rating among the citizenry but doesn't.
Imperial players have both light and dark side options, although the light side options are more Noble Demon as opposed to For the Evulz rather than full-on good. Depending on who you're playing as, Imperial players can gradually become full fledged heroes while Republic heroes can fall to the dark side completely.
You can use the legacy system to make a character of any race as any class. Yes, that means you can have a Sith pureblood be a born and raised Jedi. However, this is more of a gimmick than anything else, for it technically clashes quite heavily with the lore.
Dartboard of Hate: Mentioned in one dialogue option when the Smuggler finds Senator Dodonna imprisoned and cleaning floors after being betrayed the Voidwolf:
Smuggler: I thought I'd find you and the Voidwolf arm-in-arm, throwing darts at a map of the Core Worlds.
Remember Darth Bandon? Malak's apprentice from Knights of the Old Republic? His severed head is kept preserved in the House Alde Royal Museum on Alderaan.
Deadpan Snarker: Most classes can get some snarking in, but the Smuggler is the king. A Smuggler's companions are also pretty darn snarky.
On the other side of the fence guess who gets to be the clown of the team? The Inquisitor of all people, definitely very strong in the snark side of the force.
On Quesh, during a conversation with trapped Republic miners over a sealed blast door:
Miner: Wait, you're an Imperial!
Imperial Player Characters: Was it the dead commandos that gave me away?
Death Equals Redemption: This happens metaphorically for the Empire, as they are brought close to defeat and the Emperor dies, but this then leads to them shedding their racial policies and focus on unifying themselves, and ultimately trying to remove the Emperor.
In the Deceived trailer we see the Sith fleet sacking Coruscant. They burn stuff. A later trailer also revealed that the Bounty Hunter class has an ability named this that, well, allows them to get airborne and rain AOE fire down on the enemy.
Imperial Agents can call in orbital strikes against enemies; the Smuggler just calls their ship to do a flyby attack.
One of the most devastating Bounty Hunter attacks is called this. You engage the jetpack, hover over your enemies, and raindown missiles on them. It's every bit as cool and destructive as it sounds.
An interesting tactic for surviving normally fatal falls, if you're playing a Jedi Knight or Sith Warrior. Instead of just falling and taking the hit, you can use a Force leap/charge on any enemies conveniently located below you. Due to the skill's mechanics, your fall damage is negated, and any onlookers get to see a Jedi/Sith jump out of nowhere to rain death on some unsuspecting enemies.
Death Is a Slap on the Wrist: As it's an MMO, this is unsurprising. Dying simply damages your gear slightly, which can be repaired for a paltry fee. If you're not a subscriber, your ability to resurrect on the spot you died is somewhat more limited, but if you can't do it you can instead resurrect at the nearest medcenter, which tends to not be too far away. Except when it is.
Deflector Shields: The "heavy" Advanced Classes—the Bounty Hunter's Powertech, the Trooper's Vanguard, the Jedi Knight's Guardian, the Sith Warrior's Juggernaut, the Sith Inquisitor's Assassin, and the Jedi Consular's Shadow—can specialize in these. They get slots to equip shield generators, and a skill tree that mostly centers around passive and activated abilities to improve them.
Defusing The Tykebomb: In "Shadow of Revan'''s Imperial Agent class quest the former Minister of Intelligence arranges for Shara Jenn (the former Watcher Two) to be transferred to a medical facility so her loyalty conditioning can be removed.
Deliberate Values Dissonance: One notable example is present in the "Kaon Under Siege" flashpoint. At one point, the person you are talking to starts undergoing a painful Baleful Polymorph into a rakghoul. You can either kill him or spare him (the latter has him attacking you and summoning more rakghouls). Now, if you are playing for the Republic, the Light Side option is sparing him, and the Dark one is killing him. For Imperials, the Light Side option is a Mercy Kill, and the Dark option is letting him suffer.
Department of Redundancy Department: There's both a character title and a legacy title named "The Fearless", the former from defeating Dread Master Brontes and the latter from reaching Friend with Strike Team Oricon and the Dread Executioners. You can equip both at the same time.
To say nothing of the myriad kinds of actual weird ammunition the gun-oriented classes can fling around. For starters, the Bounty Hunter has a missile that heals people.
Deployable Cover: Usable by Smugglers and Imperial Agents. Besides the obvious, this is notable for granting them access several of their abilities (like Barrage), since they can only be activated while in cover.
Determinator: On the Republic side there is Jace Malcom at the "Battle of Alderaan". Fighting his way through Force Lightning to try and stab a Sith Lord is something else. Never mind nearly killing yourself just to take him down. Then again, considering that he's voiced by Jolee Bindo, are you shocked? And for the Empire there is Darth Malgus. He shakes off a rocket and a grenade to the face before being blasted into a mountain with the force and he survives.
Revan is still alive, after being tortured by the Emperor mentally for three hundred years.
Before 4.0, some companions played the trope Informed Equipment straight. However, you could still preview their exclusive equipment on yourself.
Regarding missions and class questlines, mostly averted, though occasionally played straight. The usual experience is that your companions barely play a role beyond that of faceless henchman in your missions and rarely ever react to your decisions apart from the usual increased or decreased influence yield; and that race isn't properly linked to dialogue options for most missions, and it may come off as an inversion since some characters will say the same thing about races regardless of their own race (this sometimes becomes quite amusing, such as an NPC explaining what a Cathar is to a Cathar PC, or a Sith pureblood player character saying they don't have Sith DNA in The Foundry). On the other hand, individual class storylines may avert this, like for example a Chiss Imperial Agent who not only gets comment for being a non-human, but also dialogue options and NPC reactions specifically reserved for Chiss (particularly on Hoth, where the allies of the agent are other Chiss); or the Trooper storyline, where the companions are considerably more involved than it's the case for other classes.
Despite the fact that Flashpoints are meant to be played with a group of four players, companions occasionally have unique dialogue only available in them. For example, taking HK-51 with you to The False Emperor where you fight HK-47, before combat the two will briefly argue which HK series is superior—even though you will have had to have completed The False Emperor on hard mode to unlock HK-51, at least the first time.
If you're playing as an Imperial character that has defeated Revan in The Foundry, you'll get an alternate dialogue option when you meet him again at the end of Legacy of the Rakata.
If your character has HK-51 and/or Treek unlocked when you start Fallen Empire, they'll appear in the intro that plays when you arrive on Odessen.
Before 4.0, the unclothed models for companion characters belonging to species that weren't considered for player characters simply wore a black body glove over the body parts that would feature their equipment since the shirtless appearances for the aliens that don't even look close to human (such as Guss, Qyzen and Yuun) wouldn't logically look the same as the player characters. 4.0 eventually introduced unclothed models for those characters, with the non-playable aliens showing details you would expect from their species (Qyzen being scaly, Yuun having an exo-skeleton, and Tanno Vik having rough skin, for example).
Didn't Think This Through: The Republic's top-secret prison on the planet Belsavis, where they send people who will never be allowed back into the galaxy again. Unfortunately, they never thought about what would happen when a closed population inevitably started having children, none of whom had ever been convicted of a crime, yet were still considered prisoners. Eventually, these descendants started a movement to gain their freedom, which left them open to the Empire's offers...
At the end of Act I of the Imperial Agent storyline, the Agent can peacefully resolve the situation by convincing Darth Jadus into giving up and relinquishing control of his doomsday weapons over to you. Not only is this the trickiest option to pull off as one wrong choice can easily screw things up, but everyone sees this as nothing short of miraculous.
Disney Villain Death: Enemies take fall damage proportionate to the length of the fall, so blowing a difficult enemy off a tall cliff is a great way to end the fight quickly. However, Elite enemies in Flashpoints will sometimes respawn almost immediately after being "killed" this way, and killing an enemy this way will often not count towards any missions that require killing enemies of that type.
In the Sith Warrior storyline, the first time you defeat Lord Draahg, it combines this with Not Quite Dead and Kill It with Fire as you send him hurtling off the catwalk of the airlock to your ship onto the burning ground below, only for him to return as a cyborg on Corellia.
Distracted by the Sexy: Consular companion character Tharan Cedrax uses this with his "Deploy Holiday" ability. It causes his own companion, a sentient female hologram named Holiday, to materialize next to an enemy and distract them by being her usual flirty self. Now, a holographic anything popping into existence right next to you would probably throw off your concentration no matter what you were, but if you happened to find female humans attractive then your concentration would really be thrown off.
Do a Barrel Roll: At any time during space combat, hitting the space-bar will do just this.
A certain mission involves the well-armed planet Cademimu seceding from the Republic; the announcement is made by a fiery senator with a Deep South drawl. Hmmm.
Much of the conflict on Ord Mantell revolves around the Republic fighting against Separatists. Much of Dromund Kass' story involves the Empire putting down a Rebellion.
Doomed by Canon: Alderaan. In addition, the Sith Empire on Dromund Kaas will cease to exist long before Episode I since the era of the (old) Republic ends in Episode III.
Double Weapon: Sith Inquisitors and Jedi Consulars can specialize in close-range DPS and use double-bladed lightsabers as well as certain companions such as Kira Carsen, Jaesa Wilsaam or Xalek.
Do Unto Others Before They Do Unto Us: The Republic Navy is horrible about this. The Consular on Balmorra is caught between a Reluctant Mad Scientist who created a planet destroying superweapon and a Republic Admiral with a more than slight General Ripper streak that doesn't care if it turns the planet to slag, because he's damn sure the Sith will just use it against the Republic anyway. You can Take a Third Option by blowing the weapon to slag—the scientist is grateful someone has a shred of sanity.
General Garza has this mentality. She will openly chastise the Trooper if they decide to destroy any research on prototype Imperial superweapons, viewing it as something the Republic could have potentially used against them instead!
In one of the bonus missions of Hoth, an Imperial captain and his Republic counterpart go in on an Enemy Mine situation against some terrorists. One of the grunts on-site suggests destroying the Imperials with the terrorists' weaponry before "they can trap us." If you tell the grunt to cool his jets the Imperials are surprisingly civil and grateful that you didn't try this on them because they were operating in good faith. You get a letter from the captain later saying he's putting in for a transfer to the Diplomatic Corps because the whole thing showed him that the Imperial soldiers are Not So Different than his own men.
On Alderaan the Imperials confronti a noble who exclaims "I would sooner see Alderaan blasted into space dust!"... cue about 3000 years later...
Ewok companion Treek says of Endor, "It is good that the Empire does not care about my homeworld. My people could never stand against an invasion. They would just die." Strictly speaking, it was a different Empire that found out very differently in Return of the Jedi, but still.
The Dreaded: Of the Emperor, from Chapter 3 of the Jedi Knight storyline:
Tol Braga: He's more than darkness; he is... a void...
The Sith Warrior eventually develops into this, with people openly pissing their pants as you carve your way into their base.
Driven to Madness: Revan, after 300 years as a prisoner of the Emperor, enacts a plan that would wipe out 97% of the Imperial population.
Duel to the Death: Disappointed with the lack of efficiency with the Knights of Zakuul, Arcann decided to make them fight in pairs in the dueling circle to regain their honor.
Dug Too Deep: The Sith Expedition that decided to foolishly disregard all advice and disturb the Dark Temple on Dromund Kaas. By the time you arrive on the scene, it's clear that things have not ended well for them.
Appropriately enough, one of the dialogue options actually namedrops this trope.
The Dulcinea Effect: Unsurprisingly, players are offered the chance to follow this course of action with various quests on more than a few occasions.
Eaten Alive: Implied in one dialogue option the Smuggler has with Skavak, where after telling him that they fantasize about him burning alive, Skavak retorts that his plan to give them a drawn-out death involves synthrope, a jar of dioche sauce, and a starving colony of kretch insects.
Embarrassing First Name: Darth Malgus' real name is Veradun. Only his wife gets to call him that, and only when they are alone.
There's also the Jedi Knight companion, Doc. His real name is Archiban Kimble, but he insists that you just call him Doc.
The Empire: The Sith Empire and the Chiss Ascendency, both allies in the Cold War.
Enforced Cold War: Due to the Treaty of Coruscant preventing the Sith Empire and the Republic from openly engaging in warfare, both sides have taken to seek outside parties such as Bounty Hunters and Smugglers to perform acts of sabotage and espionage. Thus if they get caught, both sides can claim plausible deniability that they did anything officially sanctioned. However, by the third act the two factions are back to openly warring against one another.
Encyclopedia Exposita: Discovering new entries for it gives you a considerable amount of Experience Points. Also, there are "Datacrons" hidden on every world, that give these, as well as permanent stat bonuses for finding them.
Enemy Civil War: See Chronic Backstabbing Disorder - From the Republic's POV, most of the post-Corellia contents falls squarely here. Darth Malgus declares himself Emperor and creates an army of mostly "aliens" (anyone not human or Sith species), declaring war on the Empire and Republic. The Dread Masters the Empire frees on Belsalvis turn out to be too nuts to control, and end up declaring war on both the Empire and Republic. The Hutt Cartel decides to make a grab for neutral Makeb, getting both factions involved. The Republic has to hold the line against the factions declaring war on both Republic and Empire, but the Empire's woes are good news to them.
The Republic world quest on Belsavis gives the option of working with a Sith to stop a creature called the World Razer from being unleashed.
The Sith Warrior gets several options to work with Republic forces. During Nar Shaddaa, they have the option to spare a squad of Republic soldiers in exchange for being The Cavalry later on. During Alderaan, they can help a general of House Organa deal with forces of House Ulgo in exchange for info and on Belsavis a Jedi forces them into working with him in order to track down a Sith Lord both of you are seeking. Of course, you also have the option to murder them afterwards or in the case of the General, force-choke her lover until she acquiesces and then kill her.
In "Shadow of Revan", the Republic and Empire must to join forces to defeat Revan. Or, rather, two of the more reasonable commanders do, since they aren't sure they can convince their superiors in time, but they can convince their own armies.
The beginning of Knights of the Fallen Empire has Darth Marr heading a joint Republic-Empire fleet to hunt down the Emperor, recruiting the player character as well. Once the Outlander becomes the leader of the Alliance, they must gather candidates and resources from both factions to deal with the Eternal Empire.
In the beginning of Knights of the Eternal Throne an attack on Voss has led to the Voss and Gormak abandoning their eternal war to fight the common foe.
Epic Movie: Well, Epic Videogame, whatever. It features 200,000 lines of voiceover, for starters.
Escaped Animal Rampage: The Coronet Zoo is damaged during the fighting and all the animals escape and start roaming around. As you arrive at the area, you overhear a man complaining about the "traumatizing" experience, but his daughter enjoyed getting so close to the animals and thought it was great.
Also, a light side Sith Inquisitor can make use of the escaped animals in an attempt to spare further Imperial losses in their feud with Darth Thanaton. They manage to use pheromones to gather a menagerie of deadly creatures and unleash them in a full frontal assault on the Sith Lord's base.
The Sith Warrior must win some kind of prize for it. You end up killing your master's master, convincing a party-member-to-be to kill her master, almost getting killed by your minion, and killing two of your own personal masters. It comes with the when in doubt, kill things philosophy. Come later storylines, The Warrior is forced to side against The Emperor, who decides that he'll kill you last.
In the Republic Trooper storyline, at the beginning of the third act, you're tasked with rescuing several heads of state that the Imperials have taken hostage. However, it turns out that two of the hostages, Premier Vonn and Archduke Kailur, were intentionally allying their worlds with the Empire in exchange for lifetime leadership positions. The other heads of state who were taken hostage have no mercy for traitors and ask you to execute Vonn and Kailur, which is a Dark Side choice if taken.
Darth Malgus. Despite willing to kill hundreds of thousands of innocent and less innocent lives, he loves his Twi'lek wife, Eleena Daru (though sometimes has a rough relationship with her). Sadly, he kills her because she was his greatest weakness that could be exploited against him. Though he did express great remorse in killing her (even crying at having to do so). And her death turns her into his greatest strength. ELEENA!!
In the Jedi Knight storyline the end of the Coruscant main quest has the player killing Darth Angral's son to keep him from causing a planet-wide catastrophe on Coruscant. Angral immediately swears revenge and decides to use the stolen Republic super-weapons his son gathered against the Republic.
The Player Characters can also be played as this. Even if you are playing as a remorseless Dark Side character, it does not lock out the chance to develop a relationship with other characters.
Even Evil Has Standards: So what does it mean, when Sel-Makor does his best to keep the Sith Warrior from releasing the Emperor's conscience from his domain out of fear of what the Emperor would do to the galaxy?
Likewise, this is one of the main reasons Lord Scourge defects and runs off with the Jedi Knight. Even the guy who killed the Exile and got Revan imprisoned for 300 years of torture can't stand the Emperor.
Some of the more extreme or more genocidal Sith and Imperials torwards non-humans such as Darth Ikoral and Commander Vergost are implied to be seen as this by more moderate wings of the Empire.
You yourself can be this if you are dark sided, but decide several dark side options are too evil. Some dark side options seem intentionally set up to invoke this - a notable one on Imperial Balmorra has you instructed to place rigged communicators on a field, and when you gather the rigged communicators, the person who creates them informs you that children frequently pick them up.
Even the Subtitler Is Stumped: When an NPC speaks a language other than Basic, the subtitles will translate it, true to the films. The lone exception is the Killiks in the Imperial Agent storyline, whose language still comes out to the effect of "Burr urrub urr", which can be attributed to the Agent's training not including it.
Everybody's Dead, Dave: For Imperial players, this is what happens to the crew of the Black Talon if it was decided to execute the captain; the bridge crew tried to desert and others tried to stop them.
One of the Imperial officers on Balmorra if you select the dark side option in the quest finishing dialogue and tell him Jedi were in cave 52, not weak Force-sensitives, he will tell you that he loves killing rebels: ("There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.")
Imperial Agents usually drop the accent when going undercover, though that doesn't stop them from using the accent when taking sidequests.
Some missions have Jedi characters needing to pass themselves off as Sith, where they fake the accent.
General Garza in the Trooper story even says she knew one of theirs was a former Imperial by her accent.
"Pure Dromund Kaas."
Made all the funnier because other EU material identifies the "British" accent as a Coruscanti accent. Makes one wonder what happened between TOR and the films to make the Dromund Kass accent the Coruscant accent...
Evil Cannot Comprehend Good: Jedi Master Gnost-Dural partially attributes the Treaty of Coruscant to the Battle of Bothawui, where the Sith underestimated the sacrifices the Jedi were willing to make, suffering a critical stalemate as a result.
Jedi Order vs. Sith Order, and Satele Shan vs. Darth Malgus (both are the primary leaders of their faction)
SIS vs. Imperial Intelligence
Evil Is Not a Toy: The Esh-kha found out the hard way, courtesy of the Dread Masters. The Empire later gets a dose of it when the Dread Masters inevitably turn on them.
Dread Master Bestia: "You dare seek control over the Dread Masters?" Dread Master Raptus(after being cleared for extraction): "Good! We'll strike out immediately. But first, we terrorize the Esh-kha."''
Evil Is Petty: Numerous Imperial NPCs in both factions' storylines do plenty of cruel, vicious, and vile things, big or small, for petty reasons or For the Evulz. Imperial player characters also get to engage in this trope via several Dark Side options. A great example: on Corellia, Imperial players can overhear mercenaries boasting about blowing up Republic statues and monuments. One of them will mention how the Empire played super extra for destroying a statue of Carth Onasi!
Evil Makeover: Should you turn Jaesa Willsaam to the Dark Side, her eyes will turn orange, she'll begin wearing face paint and she'll dye her hair black. If you don't she'll remain the same, but her outfit will still change like other companions do when they join you.
Evil Overlooker: Darth Malgus in the vanilla cover. Revan becomes this in the cover art for Shadow of Revan.
Evil Power Vacuum: The Empire enters this after the Emperor's apparent death at the end of the Jedi Knight class quest, doubtless helped along by the numerous Dark Councillors killed during the Corellia world quests, the Sith Inquisitor class quest, and the Ilum Republic quests. So far, Darth Malgus has attempted to create a new Empire; Darth Marr has assumed de facto control of the Dark Council; and the Dread Masters have raised an army of brainwashed slaves to fight against both the Empire and the Republic.
The Makeb expansion centers around the Hutt Cartel trying to carve out an empire of their own in the middle of all this.
Evil Redhead: Shae Vizla, the bounty hunter in the Deceived trailer.
Thana Vesh on Taris for the Empire.
The player as well, by playing an evil Imperial (or Dark-sided Republic) with the correct hair color.
The Sith Warrior and Sith Inquisitor storylines both end with a battle with a major Sith Lord. This applies unless you play as a Light Side character.
On Hutta, there's a gang war between the Hutts Nem'ro and Fa'athra. Both of them are ruthless crime lords, but at least Nem'ro's thugs don't attack players on sight.
Faction wise, the Empire has a lot of enemies that are as bad as or worse than they are. They are at war with the ruthless Exchange crime syndicate and several shared flashpoints and operations can be seen as this when done by the Empire (through this may be subverted as well in that you can make light side choices in these flashpoints):
Hammer Station, where the Empire attempts to destroy an asteroid-throwing space station to stop the Advosze from using it to conquer worlds the Empire wants.
Athiss, where the Empire attempts to seal away a Sith spirit.
Mandalorian Raiders, where the Empire fights a rogue Mandalorian clan.
Cademimu, where the Empire seeks to take control of a planet from its corrupt governor.
The Red Reaper, where the Empire fights a rogue Sith Lord considered too extreme even for them.
Kaon Under Siege, where the Empire fights against a Mad Scientist responsible for the rakghoul outbreak in the Tion Hegemony.
Extranormal Prison: Belsavis, a planet used by the Republic as a prison for the kinds of convicts and POWs that can't be kept in regular jail cells. The most slippery escape artists, the most brutal mass murderers, species with abilities that can't be contained, and prisoners too dangerous to contain any other way but that the Republic is unwilling or unable to execute...and all of it is built on the ruins of an ancient prison built by the Rakata for a race they were terrified of. And that's not even the planet's true purpose, containing the World Razer.
Face Death with Dignity: In the Republic Trooper storyline, if you choose to catch the Imperial commander on Tatooine instead of stopping the self-destruct sequence and saving Fuse, Fuse will quietly kneel down and close his eyes before the explosion kills him, accepting his death.
Played with Ashara Zavros, one of the Sith Inquisitor's companions—while her recruitment involves her being manipulated into defecting from the Jedi order, at no point does her ideology actually change; she eventually admits that she's a Sith, but she's...notexactlyvillainous.
On Taris, the Imperial Agent is given the option to convince Ki Sazen, a corrupt Jedi, to become a Sith.
An unusual variation occurs with Darth Malgus on Ilum. Malgus, who up to that point had primarily been a Sith who could be generally considered "honorable", suddenly turns against the Empire in a bid to reform it into a more alien-friendly place. Naturally, this only counts from the Imperial perspective: he was always a villain from the Republic point of view.
Fake Longevity: At the end of each chapter of a character quest, you are asked to return to your advanced class trainer on the fleet before beginning the next chapter. Nothing actually seems to happen when you do so except for getting a small amount of experience points and being told to check your ship's holocommunicator for your next objective.
The Empire discriminates against all species besides Sith purebloods and humans.
Imperial NPCs in conversations with alien player characters will hurriedly explain that their insulting comment about aliens obviously didn't apply to them.
As of the Makeb arc and on, the Empire's institutionalized racism is beginning to ease up, due to the efforts of relative progressives like Darth Marr. By now, aliens are beginning to have more opportunities, even to the extent of possibly joining the Dark Council. The Sacrifice trailer for Knights of the Fallen Empire even features a Twi'lek Sith Lord commanding Imperial fleets.
The original inhabitants of Hutta, the Evocii, have sold themselves into slavery to stop the Hutts from committing genocide against them.
Interestingly, the Bounty Hunter also frequently can refer to members of the Sith Empire as Imps; likely because despite their nominal affiliation with the Sith Empire, they consider their relationship to be strictly business.
Fascist, but Inefficient: The Empire. Oh, it's very good at shock and awe attacks, and caught the Republic with its pants down thanks to Revan being a complete idiot. But the shiny space station, spiffy uniforms, clean cities and ruthless policies are mostly for show. There isn't even a paved road from the capital city to the spaceport, for example, forcing all trade and supplies to march through predator-infested jungles. Slaves are in open revolt just a stone's throw from the city walls, and they're not working on monuments to the Darths' egoes, not infrastructure. Officials are openly backstabbing one another, underlings are trying to invoke Klingon Promotion, and they act like We Have Reserves when they clearly have a smaller population, less industry, and manage to do more damage to themselves through Fantastic Racism and Chronic Backstabbing Disorder. Justified in that their "Emperor" is an omnicidal nutcase who doesn't give a damn about anything but himself. Malgus forces the Empire's hand in the former, and Darth Marr tries to help the latter, but it's too little too late for the most part.
Fast-Roping: Used to get NPC Republic Troopers onto a landing pad, during one Ord Mantell mission. Also, in many fights, enemies will do this from seemingly nowhere mid-battle, a mechanic that should seem familiar to Dragon Age II players.
Fat Bastard: A number of Imperials using the male body type 4 model, but Lord Paladius most likely takes the cake (and eats it too). He uses his cult on Nar Shaddaa and doesn't really give a damn about the people he's suckered into it. Then he tricks the Sith Inquisitor into coming to see him, and then tries to drain the Inquisitor's life energy and cut them off from the Force itself. It's a shame doing none of that actually saves him, though. And the player character themselves, should they decide to use that body type and go evil.
Everybody's favorite evil, cheesy, butterball, Darth Baras. Videos of him squirming mad over failing to break a Republic spy are a meme in the net.
Fighting a Shadow: A letter the Sith Warrior receives at the end of their class quest reveals that the final boss of the Jedi Knight class quest was the Emperor's Voice and not the Emperor himself. However, the death of the Voice puts the Emperor out of commission for a while, so the Knight's struggles were not meaningless, at least until Shadow of Revan.
Fighting for a Homeland: One of the reasons the Empire is warring with the Republic is to regain former Sith territory from before The Great Hyperspace War.
Final Boss Preview: One of the planet quests on Voss, which ends with a vision of a conversation between you and the final NPC you confront in the class story. Even the Jedi Consular's First Son's identity is revealed early on despite it being a Secret Identity.
Flat-Earth Atheist: All the non-Force-sensitive classes have the option to express the view that they don't believe the Force to actually exist, and that the Jedi and Sith are nothing but wacky fringe cultists. But unlike Han Solo, they live in a historical period with thousands of active Force-users running around the galaxy, visibly using their powers every day.
Flechette Storm: Operatives have the ability Noxious Knives, which is them hurling a series of poisoned knives in a cone.
Fluffy the Terrible: The first bosses in the Ravagers Operation are the Ravagers' guard creature (an exoboar roughly the size of a house) named "Sparky" and her litter. Sparky's litter have cute names like "Little Pirate," "Dinner," North," and "Precious," but even the little ones are level 60 elites and have More Teeth than the Osmond Family.
Foregone Conclusion: "Historically" speaking, we know that the Republic is going to win, and that the Sith are going to collapse back from a civilization into little more than an army of bloodthirsty brutes and become minor players again for several centuries, or else the trilogies as we know them would never have happened. With three millennia to go before the canonical extinction of the Sith, however, anything can still happen.
During the Imperial Alderaan quests, one noble says that he'll sooner see the planet blasted into space debris that given over to the Empire. Well, he didn't see it... but everyone else did.
In the Jedi Knight storyline, Master Tol Braga plans to redeem the Sith Emperor to the Light Side and defends the seemingly impossible task by citing his past success redeeming a member of the Dark Council. Said Councilor briefly relapses while fighting for the Republic and brutally murders some prisoners before coming to his senses. Braga is stunned that could happen and the event is a big hint he's over-estimating his abilities.
Also in the Jedi Knight storyline, the Knight finds a Jedi they were supposed to meet on Belsavis dead, with the guard standing over them quick to insist it's Not What It Looks Like. He didn't do it, but he's worried he'd get the blame because he's actually one of the prisoners, not a guard.
For Science!: The exact words of a Republic scientist on Belsavis when attempting to justify conducting cruel experiments on the alien prisoners.
That won't stop players from killing and stealing whenever they get the option to!
As this video demonstrates, a vicious Sith player can do evil things to innocent people for absolutely no reason what so ever other than sheer sadism.
From Nobody to Nightmare: The Sith Inquisitor. Their backstory is that they are a former slave whom the Sith sent to Korriban when it was discovered they were Force-sensitive. By the end, they are a Dark Councilor with the power of multiple Sith Ghosts.
The Smuggler starts off as simply a small-time gun-runner. By the end of their storyline, they become either a Republic privateer or a criminal kingpin.
The Bounty Hunter starts off as a nobody looking to enter the Great Hunt. By the end, they have not only racked up the most named force-user kills of the Muggle classes but also succeed in taking Supreme Chancellor Janarus out of power, becoming what is later described as a Dark Council enforcer.
Fugitive Arc: The first few chapters of Knights of the Fallen Empire has you, along with an exiled Lana Beniko, Koth Vortena, Senya and HK-55, hiding out in the swamps of Zakuul trying to lay low until you manage to escape into uncontrolled space.
Act III of the Bounty Hunter storyline has the Hunter becoming the Republic's Most Wanted, which somehow makes it so that no one but Darth Tormen is willing to hire them. Of course, the Hunter is already a war criminal by Republic standards, especially if they're a Mandalorian.
Funny Background Event: During the wrap-up of Act 1 for the smuggler, he gets the opportunity to make a joking comment that he was going to use the fortune they found to hire an army of Wookiees. In the background, Corso can be seen walking by the hatchway and stumbles at those words, apparently having been listening in and thinking he's gonna be replaced by Bowdarr and his Wookiee army. (He even gives disapproval for the comment.)
Gambit Pileup: The battle for Corellia at the end of all the class stories.
The Jedi Knight is leading the charge against the Emperor's secret plan to use the massive death from the conflict to power a ritual that will kill everyone in the galaxy.
The Trooper and Jedi Consular bring in armies of reinforcements, one of Republic forces the Trooper freed up from other campaigns and one of troops from an alliance of minor powers that the Consular has aided over the course of the story.
The Smuggler is leading the Republic's underworld allies in a power play to take over the Empire's underworld allies, essentially making both groups a combined wild card.
The Bounty Hunter is caught in the middle of a personal feud between a Sith Lord, a Jedi Master, and the Repulic's Supreme Chancellor which involves both sides mostly wiping each other out.
The two Sith class stories feature massive, but unrelated, civil wars among the Sith order which sap so much of their strength that any remaining Imperial advantage is lost.
Finally, the Imperial Agent story reveals that all of the above was partially engineered by a secret third faction, the Star Cabal conspiracy, who are using their infiltration of both sides to hide what a complete disaster it's turning into and arranging for Sith and Jedi strike teams to systematically wipe each other out. Thanks to the unexpected Republic reinforcements and Sith infighting, the two factions come very close to mutual annihilation and are left vastly weakened for the major events later in the story.
Not counting the two main powers (three as of Fallen Empire) and their sub-factions plotting against each other there are also multiple behind-the-scenes conspiracies going on that hate each other as much as they do the main factions. The most obvious is the aforementioned Star Cabal, but there's also: the Revanites, the other (unconnected) Revanites, the anti-Revanites, the Hutts (with multiple conflicting sub-factions), the anti-Zakuul resistance, The Shroud (which admittedly never achieved much), SCORPIO and the Gemini droids, and whatever the Sith Emperor is really doing behind the multiple fake plans he's running with his two empires. And those are just the ones in the main plotline.
Game-Breaking Bug: A literal example. On certain systems, patches render the game unable to be played, leaving the update progress bar forever stuck, and because the launcher includes the latest patch in each new download, re-installations don't work. The only known remedy is to transfer the files onto another computer (which you may not have), run the launcher on that one, and transfer the client back if it works.
Gameplay and Story Integration: In-game, Sith gain access to Force Lightning and Force Choke. Naturally, the game has the option to electrocute or choke people to death with it in story.
Tharan has a holographic AI named Holiday. For his crowd control ability (as set to a healer), he will not zap mobs or spray carbonite on them, but will have Holiday appear and distract them.
Gameplay and Story Segregation: An NPC's level is usually no indicator for his actual power, but rather matched to the expected level at which the player fights him/her. The Big Bad for the first act of the Imperial Agent storyline for example, Darth Jadus, supposedly is second in power only to the Emperor himself, yet is easily vanquished by an agent in his early 30s.
It's safe to assume a newly acquired companion will have powers completely unrelated to what you've seen them use before.
There are a number of secret darksiders in the Jedi and lightsiders in the Sith, but one of the playable races can sense force alignment as a racial ability (and in-universe can't turn the effect off since it's the only way they can see at all) so this should be impossible. In gameplay it just doesn't work on NPCs.
Force using classes will run into a surprisingly large number of elite troops specially trained to fight Jedi and-or Sith who are nevertheless no more dangerous than any other pack of mooks they face.
In their defense, the vast majority of force-using enemies in the game are also just mooks.
A fairly ridiculous example in the Consular storyline on Voss; a quest has you find the camp of a lost archeological expedition and rescue the survivor, who expresses amazement at a Jedi turning up so far in the wilderness. Not only is the camp immediately outside a Republic outpost (which you can see in the background during the conversation), but a Jedi master is standing in a tent literally five feet away.
In the battle for Corellia there are at least three Republic armies, two of them led by the Jedi council, operating in the same areas at the same time with no interaction or coordination between them. On the same note both Jedi class stories involve dealing with the Children of the Emperor; the Jedi council is involved with both but never mentions the parallel investigation or anything it revealed despite it being utterly mission critical.
According to Star Wars: Galactic Atlas, Zakuul is located in the Unknown Regions but the game's galaxy map has it located in Wild Space.
Gangsta Style: Any Bounty Hunter-type players or enemies when using their "unload" ability, tilting their pistol sideways and spraying fire. Bonus points for when it's dual-wielded; the user crosses their arms for bracing while firing.
Giant Spider: The Iknayids, native lifeforms on Zakuul which can grow to the size of a Rancor.
Glass Cannon: While each class has more than one path for building their character into this, all of them start out this way. Only after several levels do players get to specialize in absorbing damage, or healing, both through progression and their companions.
Particularly Jedi Sentinels, who have no healing abilities, few damage reduction cooldowns, and little crowd control. To make matters worse, their class quest seems to have been designed more for the Jedi Guardian advanced class, which can tank.
Troopers stand out too, as unlike the other classes, they don't get a companion until after they complete the prologue planet, which means they don't get any help in the last area on Ord Mantell.
Go Look at the Distraction: A Balmorra Imperial captain, when confronted about slaughtering a farming village who sold food surpluses to Republic-aligned insurgents, suggests you "go look at the bribe on the table to forget about this incident."
Good Cannot Comprehend Evil: Played tragically straight with Tol Braga. He genuinely was a good man but his idealism was shattered when he saw the full extent of the Emperor's evil; his pride in believing he could redeem anyone was similarly broken. He can be redeemed but it's still pretty heartbreaking.
Good is Boring: Sith Inquisitors can usually respond with an option marked as "Yawn." when lectured by a Jedi.
Sith Warriors can taunt a Jedi bragging about the serenity of their ways with a flippant "How incredibly boring."
Good Is Dumb: How a lot of fans see the light side choices for a lot of Republic missions, viewing them as hopelessly idealistic and naive. On the other hand, light side Empire choices are generally viewed as being the voice of reason in a conversation, mainly because Empire dark side choices tend to be on the level of Cartoonish Supervillainy.
Also, even if both have their strong and weak points, the Republic tends as a whole to look downright clumsy and incompetent compared to the Empire in the Imperial stories, while the more ruthless Republic leaders also tend to be the most effective.
Good Is Impotent: In the Knights of the... expansions the Mandalorians and Sith Empire throw in with the resistance against Zakuul, while other than a few defectors the Republic sits out the entire war.
Good Is Not Dumb: Satele Shan is a prime example, being a Jedi Master, but also practical and tough enough to be taken seriously, and considered essentially the Republic's Big Good. Any Republic player character that avoids the more overtly Ice-Cream Koan/Patriotic Fervor-infused dialogue choices will come off as this as well. Furthermore, with all said and done, the Republic ends up holding the upper hand by the time the Makeb arc starts, so they're clearly doing something right.
Good Is Not Nice: Many Republic quests give players the option of reacting with righteous fury to the Knight Templar behavior of authorities. For example, after discovering the Mantellian army officers on Ord Mantell torturing a woman just because she took part in a protest, you can threaten to kill everyone else in the room to set her free.
Played straight in the vanilla game. While there are shades of gray on both factions, it is still usually quite clear which side are the good guys. In the expansions, however, the Sith Empire starts to get portrayed in an increasingly positive light, while the Republic's new chancellor Saresh is shown to be petty, vindictive, and dishonorable. By Knights of the Eternal Throne, this trope is outright inverted with the two playable factions.
However, Knights of the Fallen Empire and Knights of the Eternal Throne introduce a new antagonist faction, called the Eternal Empire, while forces from the Galactic Republic and the Sith Empire merge to create a new faction, called the Alliance (note the parallels with the Rebel Alliance and the Galactic Empire from the Star Wars original film trilogy). In this sense, the trope is also played straight in these two expansions.
Gondor Calls for Aid: Many of the Republic arcs involve recruiting allies who would not normally want to get involved, or who don't even like the Republic (but dislike the Imperials more). The Smuggler, almost by accident, recruits half of the criminal underworld to join in with the Republic war effort. The Consular's arc is all about this with the Rift Alliance (neutral worlds who got burned by the Imperials). By the time the Consular rolls into Imperial-occupied Corellia, there's a multi-planet, multi-species army in tow.
Gotta Catch Them All: Datacrons. Most of them are hidden, and the majority give a permanent stat boost for finding them. A few, however, give "matrix shards" which can be assembled on the capital worlds to create stat-boosting "matrix cubes", which you can equip.
This is also Valkorion/Vitiate/The Sith Emperor's ultimate plan for the Outlander at the end of Knights of the Eternal Throne. Although he spent most of the two expansions trying to convince you that his time has passed and supposedly grooming you to rule the Eternal Throne, he actually just wants to bodyjack you as his new host so he can dominate the galaxy again.
Thirty minutes on Ord Mantell is usually enough to nip any Good Guy/Bad Guy discussions in the bud. The Republic-backed government is astonishingly corrupt, soldiers are bullying the civilian population openly, and the Imperials are taking full advantage of the mess by supporting anti-Republic terrorists, who are themselves using indoctrinated, drug-dependent child soldiers and operating out of a James Bond-style volcano fortress.
Belsalvis takes the cake; It's a RepublicPenal Colony, ostensibly saved for the "worst of the worst." The prisoners there are treated horribly (one remarks he's grateful his cooperation will get him weekly showers), experimented on with leftover Rakata technology, forced into deathmatches (the guards bet heavily on the results), and even their descendants who have done no crime whatsoever are treated like maximum security inmates. The Senator and Warden in charge blow it off by saying "they're descended from scum, they're scum too, and might as well gain some scientific benefit/credits/kill them off to save money." (To top it off, the "scientific research" is being done with cripplingly flawed methodology, meaning its findings are probably useless. Nice going, Mengele.) There's a planet-wide Prison Riot going on between the inmates who have had enough and their innocent descendants on one side, the prison guards on the other. The Imperials are supporting (and, admittedly, provoking) the inmates and their descendants. The Republic players have a lot of But Thou Must! to look the other way on all the abuse, when they aren't given a chance to make things better, though it's implied that lots of careers are going to end over the debacle.
The two factions themselves are morally grey as well, as both are itching to make the cold war hot, and are constructing planet-destroying superweapons to boot.
There is a strong argument that most of what is wrong with the Empire lies with the loony cult of Ax-CrazyEvil Sorcerers running the place, though its institutionalized racism ironically makes the Sith the only thing in the Empire that resembles an actual meritocracy.
Green-Skinned Space Babe: Between Twi'lek, Mirialans, Togrutas and Chiss species to choose from, any possible skin color for your babe is available to pick from.
In the Trooper storyline, the PC is ordered to help the (Mirialan) Wraith with a mission. The 'affirmative' response is: "Go to place X, do what the Green Woman tells you."
Grimy Water: Vandin has pools of a noxious, clear liquid that is apparently toxic and causes stacking continuous damage if you step in it.
Groin Attack: The Smuggler has this as one of their abilities. It works against everything, even droids and creatures whose body structure should make it very difficult.
During the intro sequence for an Imperial Agent, in the background a Gamorrean is demonstrating that Rodians are vulnerable to this.
Guilt-Based Gaming: Go a while without logging in or unsubscribe and you'll get e-mails about how your most-used companions miss you.
Guns Are Useless: Averted, guns are just as capable of killing Jedi and Sith as lightsabers and Force powers.
In particular, adversaries in one quest boast about how the last Sith they met failed to last a full second, due to their resident sniper separating their head from the shoulders. Of course, if you're playing a Sith, you might notice they don't have a sniper with them...
Played with a lot. It seems like almost every other conversation before a combat (if you're a Jedi or Sith class) has the alleged Elite Mooks telling you all about how they're specifically trained to take down Jedi/Sith, have racked up impressive amounts of Jedi/Sith kills, and know exactly how to counter all your impressive Jedi/Sith tricks. Then the cutscene ends, and you almost invariably wipe the floor with them.