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Star Wars The Old Republic: Tropes A to G
aka: Tropes A-G
  • 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 Twi'lek Eleena Daru; and Jedi Satele Shan (descendant of Bastila Shan), as well as any female player character or companion.
  • 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 quintuplets.
  • Adjective Animal Alehouse: The Sunken Sarlacc Cantina on Balmorra.
  • Adventurer Archaeologist:
    • One of the Crew Skills for companion characters, used to get lightsaber crystals, 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; 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). 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.
    • Numerous minor quests involve Rakata artifacts.
  • 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:
    • Jedi Knight:
      • 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 so dedicated to the Empire 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 so unlike other Sith 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.
    • Sith Inquisitor:
      • 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 is that polite and amiable must have some serious Hidden Depths.
    • Non-class specific:
      • 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 parts of Republic soldiers onto Imperial agents so that the Empire can 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?"
  • Agony Beam: A regular use for Sith lightning:
    • Sith Inquisitors can use their Force Lightning as this in their storyline conversations, and use it to incapacitate foes with pain while in combat.
    • Darth Baras spends much of the Sith Warriors prologue using it on a hapless spy.
    • Darth Zhorrid and Darth Jadus will use it on members of Imperial Intelligence who are not as effective or subservient as they wish.
    • The Dread Masters use a non-lightning based one on Imperial Players who do not show deference to them.
  • A.I. Is a Crapshoot: The Directive 7 flashpoint in a nutshell. The AI Mentor went from questioning why it had to serve organics to deciding to just kill all organics. His dialogue reads like a Geth Heretic crossed with Clu 2.0.
  • 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, inside of one." 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.
  • Alas, Poor Villain: In the Jedi Knight storyline, while Watcher One is a Chessmaster, his unwavering patriotism and Honor Before Reason mentality—including his desire to fulfill his end of the bargain with you rather than a last-second double-cross—makes his suicide if you try to take him into custody kind of a conflicting moment.
  • 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 as Darth Nox (a Dark Side title) rather than Darth Imperius (Light Side) in the later canon materials.
  • Allegedly Free Game: While the vast 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.
  • 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, and all the Continuity Nods to the previous two games and the whole Star Wars universe... 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 Attack 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 The Jack of All Trades. Has more versatility than, but not as much DPS potential as...
      • Jedi Sentinel/Sith Warrior: The Scrapper. Dual Wielding Glass 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 Migitation 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 spec.
      • Vanguard/Powertech: Combination The Archer/The Blademaster or The Meat Shield, depnding on specializations.
    • Smuggler/Imperial Agent: Ranged DPS and/or healer.
      • Scoundrel/Operative: The Archer, The Healer, or The DoT Master, depending on specialization. Also has elements of The Backstabber.
      • Gunslinger/Sniper: The Archer or The Nuker, depending on specialization.
  • Ancient Conspiracy: The Star Cabal from the Imperial Agent storyline. Their ultimate goal is to have the Jedi and Sith wipe each other out, leaving the galaxy free from their machinations.
  • And I Must Scream:
    • Many Sith Lords imprisoned in the Dark Temple on Dromund Kaas are still trapped after death.
    • Lord Grathan's cyborg experiments involve kidnapping loyal Imperial soldiers, removing their brains and placing them in battle droids. One trooper Imperial players can find this happening to is fully aware of his personality becoming more robot-like, and is horrified by it. The Light Side option for this quest is to put the soldiers out of their misery while the Dark Side option is to reprogram them to serve the Empire.
    • According to Hollow 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 lampshades 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.
    • A Republic Heroic (group) mission on Tatooine involves traveling to a Sarlacc pit. At said pit, you are to feed the Sarlacc a poison grenade to Mercy Kill the crew of a ship that has been fed to the creature by a gang of Gamorreans. Not even Dark Side players can disagree with this plan.
  • And Now For Something Completely Different:
    • While the majority of the game is standard MMO gameplay, finding the Datacrons tends to entail a lot of platforming.
    • Space battles are fought in the form of a Rail Shooter.
      • 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.
  • 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.
  • 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.
  • 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, and 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.
  • Arson, Murder, and Admiration: An Imperial player on Belsavis can overhear the following conversation between two scientists.
    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.
  • Arson, Murder, and Jaywalking
    • Lord Grathan is a mad scientist type. He likes weapons, cyborgs, and ergonomic chairs.
    • 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.
  • Artistic License - Gun Safety: There's a rather distressing number of pistols and rifles that lack a trigger guard.
  • 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, and 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), it's not really a surprise that the Empire's in serious trouble come the Makeb arc.
  • Ax-Crazy: HK-47 himself makes an appearance.
    • 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 a bit of Fridge Horror has kicked in.
  • 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.
  • Badass Longcoat: A common look for Imperial Agents and Smugglers.
  • Badass Normal: Anyone who isn't a Jedi or a Sith, as usual, but the Trooper in particular is looking like this.
    • 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, 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!
      • In this video, the Trooper takes out a Sith Inquisitor with nothing but a combat knife. Bounty Hunters are no slouches in Close Combat either.
    • Word of God says that the Imperial Agent will show why someone like Grand Moff Tarkin was not only able to stand up to a Sith Lord (Darth Vader), but to keep him in control.
    • Smugglers have the least equipment, and still can hold their own against powerful enemies, sometimes even kicking their enemy in the nuts.
  • 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.
  • Bald Women: As stated above, Kaliyo.
  • Barehanded Blade Block: In the 2010 trailer, Satele Shan does it with a lightsaber!
  • Battle Couple: Malgus and Eleena Daru.
    • Since each of the eight player classes gets their own set of combat-effective companions, and every class has romance options...
  • 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. And on planets, like Tatooine, where you can stray into the other faction's territory, do be aware that there are several squads of level 55 champion enemy troops hanging around to Curb Stomp your adventuring.
  • 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, it 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.
  • Belligerent Sexual Tension: The player character's interactions with Thana on Taris, if the player chooses the "Flirt" options.
  • 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.
  • BFS: Chanya Medaal, a minor character in the Imperial Bonus Series, has a sword as tall and as wide as her entire torso.
  • Big Bad: 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.
    • Jedi Knight:
      • 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.
    • Jedi Consular:
      • 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.
    • Republic Trooper:
      • Act 1: Harron Tavus, Havoc Squad's former commander, who defected to the Empire.
      • Act 3: General Rakton, the Empire's most skilled commander.
    • Smuggler:
      • 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.
    • Sith Warrior:
      • 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.
    • Sith Inquisitor:
      • 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 a Sith.
    • Bounty Hunter:
      • 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.
    • Imperial Agent:
      • 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 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.
    • Alderaaan Questlines: Bouris Ulgo, the mad usurper king of Alderaan and a sworn enemy of both the Republic and Empire.
    • Voss Questlines: Sel-Makor, an Eldrich 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 "Karraga'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.
    • Makeb:
      • 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: The Revanites, who have infiltrated both the Republic and the Sith for an unknown purpose.
  • Big Badass Battle Sequence: The open-world Player Versus Player battle over the lightsaber crystals of Illum, which looks like a cross between the battles of Hoth and Geonosis.
  • 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 which litter the streets ensure that it stays orderly.
  • Big Damn Heroes: The arrival of Satele Shan in the "Hope" trailer.
    • 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.
  • 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.
  • Bi the Way: There are precisely two openly bisexual people in the Galaxy, and they can both be found on Makeb.
    • The Bounty Brokers event pulls a few more out the the woodwork. Some of your contacts are receptive to flirting by either gender.
  • 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.
  • Blatant Item Placement: The Final Battle of Alderaan's World Quest arc on either side features this. Apparently, Alderaan's throne room comes stocked with Rocket Launchers. They help you take down the force field protecting the throne.
  • Blatant Lies: One of the new Bounty Brokers Association subquests involves capturing or destroying a 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.
  • Blinded by the Light: The Smuggler and Imperial Agent's Flash-Bang grenade ability.
  • Blindfolded Vision: All Miraluka, who see using The Force, cover up their vestigial eye sockets as a courtesy. The courtesy is very much appreciated by other races.
  • Blood Knight: Darth Malgus. He's more interested in fighting and leading military expeditions, unlike the Dark Council members who are constantly struggling and backstabbing for power.
    • The meaner of the Bounty Hunter class' dialog choices make them sound like this:
    Male Bounty Hunter: Personally, I'm just here to kill people and cause damage.
    • The Sith Warrior is like this light or dark.
  • Blood Sport: Huttball, one type of PvP gameplay.
  • Boarding Party: The Void Star Player Versus Player war-zone has the Republic or Empire players doing this, to get to the ship's computer core, while the other side tries to repel them. Both factions take turns attacking and defending.
    • 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.
  • Boarding Pod: Used in the "Esseles" and "Black Talon" flashpoints. See Boarding Party, above.
  • Bonus Boss: The Dreadful Entity in the Terror from Beyond operation. You can only encounter it on the 16-man Hard Mode version of it. While it was often regarded as a joke compared to Dreadtooth on 10 stacks, which drops the MacGuffin needed to spawn the Entity, after Update 2.0, it can now certainly qualify as That One Boss, especially considering everyone needs to be wearing a Dread Guard Corrupted Mask in order not be hit with a One-Hit Kill.
    • 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 one of the tank or healer companions 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.)
    • Guardians and Sentinels will usually have either Kira or Doc out; the rest of the companions rarely see any use.
  • 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. Complete with a jetpack and a flamethrower!
  • Boss Arena Idiocy:
    • Jindo Kraay, from the False Emperor Flashpoint, fights along side his ship/ 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 Karraga'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.
  • 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...
    Medical Droid: Do you have any of the following symptoms: dizziness, fever, shortness of breath, or an inexhaustible hunger for sentient flesh?
  • Bullying a Dragon: One part of the Sith Inquisitor storyline has you confronting a sleazy, wannabe crime boss for an ancestor's lightsaber who goes to great lengths to tell you that you don't know who you're messing with, but that he'll let you live if you agree to permanently work for him. Never has the "Shock him" option been so satisfying.
  • Bunny-Ears Lawyer: The Light-Sided Sith Inquisitor (and to a lesser extent, Sith Warrior) is seen as such by everyone s/he meets. 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 s/he's more than a little bit weird compared to other Sith they've met in that regard.
  • Burning the Flag: One of the heroic missions on Nar Shaddaa involves invading a Mandalorian stronghold, killing their leaders and burning their clan flags.
  • Call Back: The game has these in spades.
    • 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 is suspiciously like the Ebon Hawk's.
      • It also looks extremely similar to the Millenium Falcon.
      • Specifically, it looks like what you'd get if the two ships had a kid.
    • Revan, the Exile and the original HK-47 are featured in quests.
    • The Jedi Consular's storyline involves meetings with a number of Jedi Masters from the Knights of The Old Republic series, including Bastilla Shan herself!
    • 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.
  • Call Forward:
  • Came Back Wrong:
    • 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.
  • 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.
  • Casanova Wannabe: Harez Bant, an employee in the Imperial-controlled cantina on Balmorra. When you first see him, he's chatting up 3 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: Usually Averted, but Leia's iconic metal dancer's outfit is available for purchase for both factions, and it does function as moddable light armor. Meaning Inquisitors and Consulars can use it as effective combat gear.
    • If you play your Inquisitor/Consular as Assassin/Shadow and spec into the tanking tree, you will even have armor values like someone in heavy armor.
    • Also as of Patch 1.3 even Troopers/Bounty Hunters etc. will be able to wear it at their maximum armour rating, as it has been made into "Adaptive Gear" that scales to suit the armour types you can wear.
  • 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 Jedi Academy video game. Then again, if any place in the Star Wars universe is going to have unpredictable geography...
  • The Chessmaster: The Sith Emperor.
  • The Chosen One: The Jedi Knight is the Jedi Lord Scourge saw killing the Emperor.
  • Chronic Backstabbing Disorder: This is the short, and the long description, of society within the Sith Empire. Deconstructed big time, however. Their chronic backstabbing leads to Imperial Intelligence 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, leading to fewer competant 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.
  • Citadel City: Kaas City on Dromund Kaas.
  • Co-Dragons: At the end of their storylines, the Sith Warrior and the Sith Inquisitor both elevate to such positions that the Emperor is the only real authority over them.
  • Cold-Blooded Torture: Players get a lot of opportunities for this in the Imperial Agent and Sith Inquisitor storylines. There are also many NPCs (mostly on the Sith side) who use it.
  • Colony Drop: Hammer Station is a space station that shoots asteroids at planets.
  • Combat Medic: Everyone, except Jedi Knights and Sith Warriors, can specialize in healing themselves and others (after level 10). Otherwise, every class gets a healing-focused companion at some point, allowing them to serve as this everywhere except Operations.
  • Combat Pragmatist: Most non-Jedi classes have to have shades of this in order to fight Jedi, but special mention goes to Scoundrels, who use a Groin Attack and immediately follow up with a blast to the back of the head via shotgun.
  • Comedic Sociopathy: Players will be able to engage in this as the devs have gone on record saying that the Inquisitor in particular will frequently get a conversation choice saying, "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 Val 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.
  • 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.
  • 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.
  • Continuity Nod: Oh, dear Lord, by the hundreds. For example, General Bouris Ulgo is related to Trask Ulgo, the first person you ever met in Knights of the Old Republic.
    • 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.
    • On Hutta, the bounty hunter gets the chance to slowly count to three before blasting a Rodian giving you attitude. Just like Calo Nord's Establishing Character Moment.
    • 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—Braden being the Bounty Hunter's mentor. Later on in Qyzen's quest chain, he needs to get some information which 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, whom he places a holocall to and who 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 quest line. 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.
  • 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; as it is, barring possibly meeting in PVP, each seems to have no idea who the other is.
  • Convection Schmonvection: The Separatist's Elaborate Underground Base, on Ord Mantell.
  • Convenient Item Placement: The final boss of the False Emperor Flashpoint needs to be killed by getting knocked back into the pit. Since some classes don't have knockbacks, there is a chest which contains grenades that will knock the boss back. Before patch 1.1 this was averted and groups which didn't have enough members with knockbacks were out of luck.
  • 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.
  • Cool Ship: You get your own, complete with crew. The X-70 Phantom, which is assigned to Imperial Agents, in particular.
    • 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.
  • Crapsack World: Hutta, and HOW.
  • Crippling Overspecialization: Flavor-wise, if not mechanically, this occurs with some classes. For example, an Imperial Agent turned Sniper who chooses to fill in the Marksmanship tree will generally find themselves sitting in place while rotating between Snipe ("Use gun on man"), Ambush ("Use gun on unsuspecting man"), Series of 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 do 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.
    • 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.
  • Cult: The Revanites of Dromond Kaas who secretly work to spread the word of Revan. They 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.
  • Cut Scene: About the only quests that don't get a Cutscene are ones obtained from mission terminals. And they're all fully-voiced cut scenes.
    • Then again, they don't really count if they are interactive.
  • 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 sometimes, the simplest solutions are 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 as amusing. A conversation with the Inquisitor's healer companion, Talos Drellik, indicates that it's quite possible it wouldn't have worked for anyone but a member of the Kallig bloodline.
  • 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 has has cybernetic eyebrows.
  • Daddy's Little Villain: The Back Story for Sith Warrior Player Characters. Contrast with the Sith Inquisitor's back-story. There's also Darth Zhorrid, daughter of Darth Jadus.
  • Damager, Healer, Tank: The Advanced classes (unlocked at level 10 for each starter class) are divided into these categories, with each player is expected to fill one particular role. Parties are limited at four, allowing for someone of each role, plus an extra. The Group Finder explicitly is divided into these, and groups may search for specific roles and, if they find a match, automatically transfer to their location.
  • Dangerously Genre Savvy: The Emperor. He has visions that the Jedi Knight will be the one to stop him and defeat him. So he possesses the hero's friend and attacks them while they are weak. And if Kira hadn't snapped out he might have pulled it off.
  • 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: Might be too early to tell for certain sure, but this Sith Empire are not your grand-dad's villains. 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  and the Empire itself is a meritocracy done right (usually)note .
    • 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 his slave and 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.
    • The devs have said that for this MMO, it's entirely possible to play as a Light-side Sith, meaning your own character could be an example of this trope.
    • Later history trailers have even lampshaded the idea that, logically, the Sith should have a 0% Approval Rating among the citizenry but doesn't; the promotional material and developers suggest that the entire concept of "The Empire" is going to be deconstructed to a degree in the game.
    • 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. The Devs claim that as the story progresses, Imperial players can gradually become full fledged heroes, while Republic heroes can fall to the dark side completely.
    • In patch 1.2, you'll be able to 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.
  • Dead Guy on Display: One quest includes the option of putting someone's head on a pike, according to ESRB.
  • 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!
    Inquisitor: Was it the dead commandos that gave me away?
  • Death from Above:
    • 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.
    • In the Player Versus Player battle sequence on Ilum, players can call down air strikes, and there is at least one large artillery piece present.
    • Imperial Agents can call in orbital strikes against enemies; the Smuggler just calls their ship to do a flyby attack.
    • One of the most devestating Bounty Hunter attacks is called this. You engage the jetpack, hover over your enemies, and rain down 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 (which you get at level two) 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.
  • 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. Several companions also get a shield slot and can switch between a shield stance and a damage stance.
  • 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.
  • Depleted Phlebotinum Shells: In order to stand up to Lightsabers, most Melee weapons carried by non-player characters have a cortosis alloy weave. Many weapons instead glow with energy to this effect, like "force pikes" (not that force) that were made of Phrik instead.
    • 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 we have 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 we have Lord 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.
  • The Dev Team Thinks of Everything: Some companions play the trope Informed Equipment straight. However, you can still preview their exclusive equipment on yourself.
    • 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.
    • Because race isn't always properly linked to dialogue options for some missions, 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.
      • Played straight in the case of Chiss Imperial Agents and Rattataki Bounty Hunters, who each have a line of unique dialogue for side quests on Balmorra and Belsavis, respectively. And in general, when the subject of species comes up, players will be presented with one of two options—one for humans and Sith purebloods, and one for other species.
  • 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...
  • Disney Villain Death: Enemies take fall damage proportionate to the length of the fall, 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.
  • Disproportionate Retribution: Dark side Sith players may choose to decide that All Crimes Are Equal and kill all offenders equally regardless of the actual crime commited - if any at all.
  • Distant Finale: Among other things, serves as one for Knights of the Old Republic series, finally clearing up loose ends like the "True Sith" and the fates of Revan, the Exile, and the original HK-47.
  • 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.
  • Does This Remind You of Anything?: It's The Cold War IN SPACE!
    • 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.
  • 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 are the only classes that can use these.
    • Footage has been shown of a Bounty Hunter using a Double Weapon.
  • 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 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 (also Zenith or Qyzen, if you have them along) 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 mission 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.
  • Dramatic Irony
    • In one of the promotional videos, showing the cinematic camera usage in the game, a team of Sith are confronting an Alderaanian 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.
  • Driven to Madness: Revan, after 300 years as a prisoner of the Emperor, enacts a plan that would wipe out 98% of the Imperial population.
  • Dual Wielding/Guns Akimbo: Sith Warriors (as Sith Maradeurs), Jedi Knights (as Jedi Sentinels), Bounty Hunters (as Mercenaries) and Smugglers (as Gunslingers).
    • In the final cinematic trailer, one of the Jedi manages to dual-wield with one single-bladed lightsaber plus a double-bladed one.
  • Dueling Player Characters: An Imperial Flashpoint sees you hunt down and eliminate the protagonist of the original Knights of the Old Republic. Darth Revan puts up a fight.
  • 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.
  • Elaborate Underground Base: The separatists on Ord Mantell have a very large one, complete with the usual heating system. It is so large in fact, that Smuggler and Trooper players find it much easier to jump off a bridge and get resuscitated, to save time on the way out.
  • Eldritch Abomination:
    • Sel Makor.
    • The World Razer.
    • The aptly named Terror from Beyond.
    • Possibly the Emperor as even Sel Makor Seems afraid of him. Overlaps with Humanoid Abomination
  • Elite Mooks: Both sides have soldiers that are a force to be reckoned with, able to defeat Jedi and Sith.
  • Elites Are More Glamorous: Anyone who plays as a Republic Trooper will be a member, not only of The Republic's Special Forces, but the best of their special forces: Havoc Squad.
  • 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 doing anything officially sanctioned.
  • 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.
  • Enemy Mine: 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.
  • Epic Movie: Well, Epic Videogame, whatever. It features 200,000 lines of voiceover, for starters.
  • Et Tu, Brute?: Almost every class story-line features this. It's to be expected for within The Empire, but still.
    • 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.
  • Even Evil Has Loved Ones:
    • 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?
    • Always a Bigger Fish
    • 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.
  • 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.
  • Evil Army: The Sith Imperial Army
    • We haven't seen much of them outside of combat. They may be mostly Punch Clock Villains. See Dark Is Not Evil above.
    • 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.")
  • Evil Brit: Every Imperial player class outside of Bounty Hunternote . Many Imperial NPCs as well. It becomes very noticeable on Alderaan where, for no apparent reason, most native Alderaanians will speak with the accent appropriate for their allegiance. Republic-aligned house Organa? North American voice actors. Empire-aligned house Thul? British voice actors.note 
    • Imperial Agents are advised to drop the Imperial accent when going undercover on Hutta.
    • 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."
  • 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.
  • Evil Counterpart/Good Counterpart: All the classes have one.
    • Trooper/Bounty Hunter
      • Vanguard/Powertech (Ranged Tank/DPS)
      • Commando/Mercenary (DPS/Healing)
    • Smuggler/Imperial Agent
      • Gunslinger/Sniper (Ranged DPS)
      • Scoundrel/Operative (Stealth/Healing)
    • Jedi Knight/Sith Warrior
      • Jedi Guardian/Sith Juggernaut (Melee Tank/DPS)
      • Jedi Sentinel/Sith Marauder (Dual Wielding, Melee DPS)
    • Jedi Consular/Sith Inquisitor
      • Jedi Sage/Sith Sorcerer (Ranged Force DPS/Healing)
      • Jedi Shadow/Sith Assassin (Stealth, burst DPS/Melee & Midrange Tank, Double Weapon)
    • Organisations:
      • Republic vs. Empire
      • Jedi Council vs. Dark Council
      • Jedi Order vs. Sith Order, and Satele Shan vs. Darth Malgus (both are the primary leaders of their faction).
      • SIS vs. Imperial Intelligence and Ardun Kothe vs. Keeper, though the latter is a Punch Clock Villain at worst.
  • 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 Makes You Ugly: The same as with Knights of the Old Republic's Karma Meter, although the effect can be disabled in this game.
  • Evil Old Folks: The terrorist codenamed "The Old Man."
  • Evil Overlooker: Darth Malgus.
  • 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 ally 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.
  • Evil Versus Evil:
    • The Sith Warrior and Sith Inquisitor storylines both end with a battle with a major Sith Lord. Somewhat subverted in that you can play as a Light Side Character for both classes.
    • 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
      • The Eternity Vault operation, where the Empire faces off against a Sealed Evil in a Can.
      • The operations relating the Dread Masters, where the Empire faces off against a group of Sith Lords that betrayed it after the Emperor's death
  • Explosive Stupidity: If a team hogs the ball in a corner for too long in Huttball, the Hutts will get bored, and detonate it. The ball is made out of Uranium...
  • 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-Heel Turn: Most non-Jedi and non-companions in the Republic, if they aren't repeatedly shooting the dog, or just corrupt, have done this, or so it seems. Taken to extreme levels for the Republic Trooper storyline, where you, and your companions, are among the few Republic Special Forces to not defect with Tavus.
    • 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...not exactly villainous.
    • 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 American: The Imperial Agent has to lose his/her Evil Brit accent when dealing with the Hutts outside Imperial space. It doesn't seem to stick when dealing with side quests on the same world, however.
  • 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.
  • Fantastic Nuke: The Shadow Arsenal consists of these.
  • Fantastic Racism:
    • 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. It fairness, it's a bit more believable when none of the more non-humanoid species are playable.
    • The original inhabitants of Hutta, the Evocii, have sold themselves into slavery to stop the Hutts from committing genocide against them.
  • Fantastic Slurs: Anyone in the Sith Empire are called Imps by the Republic.
    • On the other side, some Imperials (and most Imperial-favoring players) call members of the Republic Pubs.
    • 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.
  • Fantasy Axis of Evil:
    • Savage: The Mandalorian Clans, working for the Empire
    • Eldritch: Multiple instances of Sealed Evil in a Can
    • Humanoid: The Imperial military, and other willing Imperial Citizens
    • Fallen: The Empire's Sith rulers, descendants of Jedi-turned-evil
      • And the Sith RACE, who invented the practice of fueling your Force arts with passion. (Technically the Celestials, followed by the Rakata created the practice of fueling your Force arts with passion, not the Sith purebloods. The Rakata are even a major plot element in this game itself. Especially in the World Quest on Tatooine.)
    • Crafty: The Chiss Ascendancy, allied with the Empire
  • 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 seems to have put the Emperor out of commission for a while, so the Knight's struggles were not meaningless.
  • 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.
  • Five-Man Band / Five-Bad Band: Most classes and their assorted crews fall into this pattern
  • 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.
  • 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.
  • Foreshadowing: 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.
  • For Science!: The exact words of a Republic scientist on Belsavis when attempting to justify conducting cruel experiments on the alien prisoners.
  • For the Evulz: Averted by this iteration of the Sith who are not solely interested in carrying an Idiot Ball.
    • 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 then 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.
  • 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.)
  • Gatling Good: Several of the weapons available to high-level Commandos (and companions that can use assault cannons) are Gatling blasters.
  • 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.
  • Game-Breaking Bug: A literal example. On certain systems, patches render the game unable to be played, leaving the update progress bar forever stuck on 38%, 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.
  • Gameplay and Story Segregation: It's safe to assume a newly acquired companion will have powers completely unrelated to what you've seen them use before.
  • Genocide Backfire: The current Sith Empire is made up of descendants of those few fleeing survivors from when the Republic attempted to wipe them out after their defeat in the Great Hyperspace War.
  • Genre Savvy: Two NPCs have a banter in front of Imperial Intelligence headquarters. One of them blames the other for getting them called before Intelligence for selling a large amount of medical supplies to someone suspicious. The other NPC responds that he put a tracker in the box just in case.
  • Ghost Ship: The Theoretika, a "mobile research station" that you investigate during the questline to repair HK-51. Dark, creepy, and completely devoid of any combat (until the very end, anyway), but that doesn't mean that there aren't ways for a careless player to die there.
  • 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 don't get a proper healing companion until they're in their mid-30s. They 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 other Jedi Knight advanced class, which can tank.
  • Gloved Fist of Doom: Not surprisingly, Imperial NPCs are very fond of this gesture.
  • God Was My Copilot: Non-Force-sensitive classes can get "Force bonuses" to their combat ability.
  • Going Through the Motions: It seems everyone in the galaxy has the same body language.
  • 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.
  • 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 neive. 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 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.
  • 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.
  • Government Drug Enforcement: Ord Mantell separatists force teens at gunpoint to join their army, and keep them running on stims, to make them into aggressive Slave Mooks. One person manages to snap out of it, but not before rambling on about how awesome he (not really) is. This kind of drug- and violence-induced programming is common in real-life child soldiers, as is the associated identity displacement.
  • Grand Theft Me: The Sith Inquisitor storyline features Lord Zash attempting this on the player character as she has used up all her life-force on dangerous rituals and is in desperate need of a replacement body. The player turns out to have been chosen and groomed for this purpose alone but she gets trapped by her own scheme when Khem Val interposes himself during the mind transfer ritual and she gets stuck in the monstrous humanoid's body instead. She had ''another'' vision seeing that you would kill her and bring new life to the Sith. She probably didn't see getting trapped in Khem Val coming, though.
  • Gray and Gray Morality: Interestingly enough, morality isn't decided by faction so it is entirely possible to be a a greedy and selfish Dark Jedi fighting for the Republic and a rational and loving Sith fighting for the Empire.
    • 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 Republic Penal Colony, obstensibly 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-Crazy EvilSorcerers 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: Both sides have Twi'lek as character race option, the Republic side has the Mirialans, as well as other races that can have green skin. Being an MMO, female character models tend to be babalicious. Babes also available in blue, pink, grey, and many other colors.
    • 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."
  • Grenade Launcher: The Republic Trooper's specialty, good for keeping enemies off their feet.
  • Groin Attack: The Smuggler has this as one of his 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...
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