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Star Wars The Old Republic: Tropes H-P
  • Hailfire Peaks: Hoth is a frozen iceball with occasional magma vents. Belsavis puts snow-covered plains right next to jungles with pools of lava right next to each other. Justified in Belsavis's case: the world's tropical climates aren't natural, they were artificially created by the Rakata.
  • A Handful for an Eye: A Smuggler ability.
  • Happy Ending Override: Overlapping big-time with Shoot the Shaggy Dog for KOTOR fans. Revan failed (It seems just as likely that he's deluding himself over being able to "temper" the Emperor, judging from how batshit nuts he is in The Foundry), Exile failed and got herself Stuffed into the Fridge, the Sith come back and curb stomp the Republic anyway, and Scourge gets to play Karma Houdini on the Knight's boat.
  • Harmless Freezing:
    • The Trooper's Cryo Grenade ability freezes an enemy completely solid for just a few seconds; they count as stunned for the duration, but otherwise don't come to any harm.
    • The Powertech (one of the Bounty Hunter's "Advanced Classes") has the Carbonize ability, which freezes several enemies in a radius around the user for a handful of seconds. The freezing acts as a short stun, but is otherwise harmless.
    • The Bounty Hunter is given a Carbonite Freeze-Ray on Dromund Kaas, allowing them to freeze their bounties for transport.
    • Characters can buy Carbonite Grenades usable against the weakened target of a bounty assignment during the recurring Bounty Brokers' Association event, as an alternative to killing their target.
  • Healing Shiv: Republic Trooper Commandos and Bounty Hunter Bodyguards use gun attachments to heal other players, as well as summoning healing droids from Hammer Space.
  • He Who Fights Monsters: The Justicars were founded by Republic soldiers to protect the people of Coruscant during the anarchy following the Sith attack. Unfortunately, their version of justice is swift and brutal and they aren't much better than the Imperials that they hate so much. By the time the game begins, they've even begun collaborating with the Empire.
  • Helmets Are Hardly Heroic: Jace Malcom doesn't wear a helmet. He's one of the most badass characters shown.
    • Also, there is the option of making your headgear invisible. Many players choose to do this as many of the headgear designs cause clipping issues (especially with Miralukas' masks), look hideous, or both (See Lethal Joke Item for an example)
  • Heroic Sacrifice:
    • Heavily implied to be the final fate of Revan and the Exile when they returned to the Unknown Regions to try and confront the True Sith Empire, over 300 years prior. The player later discovers that Revan was captured and placed in stasis, while the Exile was killed by Lord Scourge.
    • Belth Allusis destroyed an invasion force of 40,000 Sith with a tenth of the number, at the cost of their lives, an act which would galvanize the Republic and act as a turning point in the Great Galactic War.
    • Satele's master, Kao Cen Darach, in the Return trailer, opts to delay the two Sith being fought in the hangar rather than escape with the rest of the group.
    • During the Jedi Knight's third act, Tala-Reh on Voss fulfills this role to banish the essence of a Sith Lord.
  • Heroic Willpower: The light-sided Sith Warrior and Sith Inquisitor arguably have this, seeing as they regularly utilize dark side techinques, fueling them with dark-sided emotions, yet are never corrupted by the dark side (assuming the player decides to keep them on this path).
  • Hide Your Children: Averted; children are found all over the place. Republic players can even threaten to murder one (just because he's nearby), in order to coerce a woman into giving medical supplies to them, instead of desperate refugees.
  • Hitbox Dissonance: Operatives and Scoundrels can testify to the game's erratic definition of "behind" for the purposes of flanking attacks.
  • Hitman with a Heart: The Light-Sided Bounty Hunter. Frequently they will let an innocent target go, inform them there is a price on their head and suggest that they get offworld fast. After all, their orders were to "Get rid of them" and they weren't lying when they said they "took care of it".
  • Hive Mind: Killiks are present in the game.
  • Hoist by His Own Petard: The Death Mark in the Jedi Knight Class Quest is a satellite that will kill anyone it targets while ignoring everything else. You destroy it by having it target itself.
  • Hold the Line: The objective of one team, in the Void Star war-zone, is to repel the other side's Boarding Party. Both factions take turns leading an assault on the titular ship's computer core.
  • Holier Than Thou: The Jedi frequently come across as this if playing as a Light-Sided Sith. Luckily, you get the option to call them out on it.
  • Hollywood Hacking: Shows up in two forms: One, the crew skill "slicing", is about this and opening lock-boxes. Second, Imperial Agents can use this to incapacitate almost any droid in the galaxy indefinitely, though stronger droids go into hardwired self-repair subroutines.
  • Hollywood Tactics: The helmetless trooper that shows up in the "Hope" trailer really loves fighting dramatically, if unrealistically.
  • Hologram: Used extensively, as usual for the setting. These are used to include players into group conversations when they can't be there in person. The Consular companion Tharan Cedrax also has a sentient hologram as his companion and assistant.
  • Homage: It would appear that the guys at the BioWare art department were mainlining TRON when they made the Return of the Gree event. Not only does the special armor look like something out of TRON 2.0 (the blue/black and red/black sets) and/or TRON: Uprising (the white/blue set), but the Gree ship is completely lit up in silver Tron Lines and geometric shapes of colored neon. One of the Boss Battles renders lightsabers and blasters useless. You have to go through some hoops to earn a "blue torus" which is the only thing capable of damaging it. Yes, you're in a Star Wars game, fighting a giant robot with a Deadly Disc. How's that merger working for you, Disney?
    • Even better, the Terror from Beyond flashpoint has an A.I. Is a Crapshoot boss called "Master Control" and spawns an add called a "Recognizer." There's also Mentor's appearance in Directive Seven with his spinning nodes, talk of killing organics, and spawning a gigantic guardian ala Sark to fight the party. Yeah. They owe Steve Lisberger royalties at this rate.
  • Hope Spot: Done in the Hope trailer, which ends with the attack on the Sith army successful (of which there are a large number, and a Republic fleet moving in to liberate Alderaan from the Sith. The Sacking of Coruscant happened shortly afterwords.
  • Humanoid Aliens: Obviously, since this is Star Wars. All of the playable alien races are these, with Wordof God saying that being a weirder alien would inhibit storytelling.
  • Human Popsicle: Carbonite freezing is present in the game, just like the movies. In fact, one of the trailers shows the Bounty Hunter class freezing one of his bounties. Awesome.
  • Humongous Mecha: The Killer Robot Annihilation droid XRR-3, that guards the Eternity Vault on Belsavis. It comes equipped with a great many missiles, and players who get too close will be Punched Across the Room.
  • Hunting the Most Dangerous Game:
    • A Heroic Quest on Dromund Kaas involves a Mandalorian Warrior who wants to go out in a glorious battle and pays people to hunt him.
    • In a side quest on Dromund Kaas, some Sith are subjecting random Imperial citizens to this. Light side players can turn the tables on them and trick them into hunting other Sith, geting them executed.
      • Dark side players can shut up the man who originally tipped you off to this hunt so the bounty hunter can stop being harassed. It is done by tagging the man so he will be the next Sith hunt target.
  • I Call Her "Vera": The Smuggler's first companion, Corso Riggs, is a local merc who names all of his weapons. His main motivation for joining up with you is to get revenge on the same guy who stole your ship - for stealing his favorite blaster. Which he calls Torchy.
    • Andronikos Revel, one of the Sith Inquisitors companions, averts this, noting that It's not a good idea to get attached to a weapon when you ask him if he names his blasters.
  • Idiot Hero: It's possible to be like the Avatar. If one engages in a bit of Sequence Breaking, you can say, have your character ask "What's a rakghoul?" when you just finished a quest where you were briefed about what a rakghoul was.
    • You can be this as an Imperial Agent.
    • During the Foundry, Revan's Evil Plan will kill everyone with any bit of Sith DNA. Your characters can say "Well, guess I'm one of the lucky ones" when presented with this. What makes this more of a it is the fact that you can still say this when your character is a Sith Pureblood, since the option comes from class rather than race.
  • I Fight for the Strongest Side: Inverted with the Mandalorians. They're allied with the Empire in this era because they want to test their strength against the stronger side (the Republic and Jedi). Of course, the fact the last few Mandalores prior to the current one were Imperial plants and puppets has something to do with it as well.
  • Illegal Religion: The Revanites are an illegal cult within the Empire that follows the teachings of Revan, a man who had been both Jedi and Sith almost three hundred years earlier.
    • Also on Voss, the dreamwalkers practice forbidden rituals.
  • I'm a Humanitarian:
    • Khem Val, companion to the Sith Inquisitor class, has devoured over 1000 Jedi in his life.
    • Seh-run on Korriban. When you find the beast master who used to feed him, it's revealed he used to give him dark-side infused blood and bones from dead sith acolytes. Players have the dark side option to feed him more of it, giving him enough strength that he will be able to hunt more acolytes on his own.
    • The Sith Warrior may threaten to eat the corpses of a handful of thugs at one point. A follow up dialog choice is to tell them that you are not joking.
    • A Smuggler sidequest involves saving an old friend of Corso's from a cannibal cult on Tatooine.
  • Immortality Immorality: The Sith Emperor gained his Immortality by draining all life out of his home planet.
  • Incredibly Lame Pun: Some of the bonus missions have titles like this. For example: on Voss as a Republic player, one of the missions you get is to rescue somebody from an elite Imperial unit called Dusk Squadron. The bonus mission is to kill a certain number of Dusk Squadron soldiers. The name of said bonus mission? "Dusk Hunt".
  • Indian Burial Ground: The research facility that Czerka abandoned on Tatooine was built over a Sandpeople holy burial ground. Players will discover why it was abandoned.
  • Instant Sedation: A scene (known as "29:30") from the beta where this happens to a Jedi (Padawan), has become infamous. It's not actually that unusual within the Star Wars Expanded Universe for Jedi to be sedated; Jedi Masters were surprised in the films, too.
  • Insult Backfire: Some previews of the game consist of complaining that this is World of Warcraft with a story, before praising their favorite upcoming MMORPG... Causing several fans to react in accordance with this trope, saying that an engaging story, a less restrictive "Holy Trinity", companions that are much more than pets, and a cover system for some classes, are just what that game needs.
  • Insurmountable Waist-Height Fence: Appears in some quest lines, but probably none are worse than the Inquisitor's storyline on Alderaan. You need to break into a vault to retrieve a McGuffin. To get the key to that vault, you enact a multi-step scheme to lure the keyholder onto the planet and kill him. Then you go to the vault, only to discover that it's not somewhere deep underground, but a raised platform on some giant pillars - that is crumbling and almost coming apart at the seams. Not only could you probably split open a wall with five minutes of concentrated light-sabre work, but the vault is actually open-topped and you came there in a shuttle. The entire planet Alderaan questline could have been handled within five minutes if the Sith empire could get its head wrapped around the complicated concepts of scaling a stone wall or abseiling from the shuttle.
  • Interface Screw: A mild case. Of the three dialogue options in conversations, typically the first is good, the second is neutral / pragmatic, and the third is evil. If you're not careful, the exceptions to this can sneak up on you, and you might find your paragon unexpectedly growling at the poor refugee asking you for help.
  • Interface Spoiler: Par the course for an MMO. Get a codex entry for a character in your storyline and it has likes/dislikes? They're going to join you. See a level-capped character going around with a certain title? Tells you flat out the end results of certain plot-points.
  • Interspecies Romance:
    • Darth Malgus was married to a Twi'lek named Eleena Daru.
    • Several of the romanceable companions are of the species that are not playable (yet), including Ashara Zavros (a Togruta) for a male Sith Inquisitor, and Nadia Grell (a Sarkhai) for a male Jedi Consular. Player characters can also invoke this trope by playing as of a different species than their love interests.
  • Invisibility Flicker: Sith Warriors, Smugglers and Jedi Shadows can enter stealth while in combat, letting them do this.
  • Ironic Echo: Upon Revan's apparent death:
    Revan: And in the end, as the darkness takes me, I am nothing. Now I know how you felt, old friend.
    • During Flashpoint : The Esseles, Ambassador Asara advocates resetting the ship's reactor to gain access to the bridge, even though doing so would mean killing the entire Engineering crew. Asara says, "Sometimes, sacrifices have to be made for the greater good." Later, the player is given the option of abandoning Asara on the Imperial ship to ensure the Esseles's escape. If the player chooses to do this, Asara cries, "How can you do this to me? How can you just leave me here to die?" The player may then respond, "Sometimes, sacrifices have to be made for the greater good."
  • Irony: Troopers get access to an ability called Hold the Line. However, the ability's effects include removing any movement-inhibiting effects and increasing running speed by 30%, so it's best used exclusively for when said Trooper wants to "advance in the other direction," rather than locking themselves down for a Last Stand.
  • It Amused Me: A frequent dialogue choice for the Sith Inquisitor when confronted by people who ask why the player chose a deliberately cruel option. Occurs as frequently as "Yawn." in response to hammy or melodramatic NPCs.
  • It Belongs in a Museum: The reason Vette wants to get the Star of Kala'unn out of Cada Bliss' hands. (Also, revenge.) Talos Drellik, meanwhile, is more-or-less all about this. Even when it's a terrible idea.
  • Item Crafting: What's special about TOR's crafting, is that you can task multiple companions with collecting resources and/or producing items, at the same time, even while you are off-line. This is shown in a trailer, with a player turning off the lights in the room where his companions are working.
  • It's Up to You: Abundantly Lampshaded; the one thing that all classes share is a reputation among NPC's for being the one who succeeds when everything else has failed.
  • Jedi Mind Trick: It's a Star Wars game, this is being included, it's tradition.
    • And also lends itself to one of the funnier moments in the game, cited in the No Sell entry below.
  • Jerkass: Many npc/questgiver on both sides but Harkun(the beginner overseer for Sith Inquisitor) takes this Up to Eleven...
    • And the Player character too if you choose to.
  • The Juggernaut: One of the Sith Warrior Advanced Specializations is actually called this.
  • Just Between You and Me: Invoked directly by the Smuggler to the Voidwolf during the final confrontation with Rogun.
  • Karma Meter: And no matter what your faction, you can make Light or Dark Side choices. Your decisions will also cause people to react to you differently in the future.
    • You can actually send your companions on "Diplomatic Missions" to change your alignment.
  • Karmic Death: Some Sith on Dromund Kaas have decided to hunt random Imperial citizens for fun. Light side characters can turn the tables on them by tricking them into hunting other Sith, resulting in them getting executed.
    • The Bounty Hunter can deliver a first rate one to Tarro Blood.
  • Kick the Dog: Oh, dear Lord, some of the Dark Side options are vicious - and are available to both Republic (see Hide Your Children above) and Imperial players.
    • On Imperial Balmorra, Officer Sakoal tasks you to tracing a republic spy who has stolen vital data disks with the help of his traitor wife. But upon finding them, it's rapidly evident that the man is just a Casanova Wannabe who steals anything he can grab after having sex with his conquests while Sakoal's wife was just suffering from loneliness because Sakoal worked at his lab so much. You can still murder both in cold blood, but even players who go For the Evulz will have a hard time pressing that dark side dialogue choice to kill the sobbing, pleading innocent woman. Oh, and you can also tattle on Sakoal himself when collecting your reward from your contact for the total heartless !@#$%^&* trifecta.
    • On Hutta for Agents and Bounty Hunters, there is a quest where a woman wants to send her son to Korriban to train as a Sith, but her husband has run off with the kid knowing what would happen to him. When you're sent to get the child for the woman, the Dark Side option is to shoot and kill the guy in front of his own son.
    • In the Sith Warrior's storyline, during your hunt for Jaesa Willsaam, an Alderaanian general working for the House of Organa have information that you need. However, she refuse to tell you anything unless you help her turn the tide of a battle under her command. Instead of doing that, you have the option to threaten to kill her officers one at a time until she talks. She calmly replies that they are soldiers that knew the risk when they signed up and still refuse to talk. However, as soon as you start force choking an officer, the general (who according to her codex entry, is famous for being a cold, calculating military commander) immediately cracked, reveling that the officer you are chocking is her lover and give you the information that you want, all the while on her knees weeping and begging you to spare him. The two dark-sided options you have is kill either one of the two lovers, even though she had already given you what you wanted and there is no benefit for you to do so.
    • Shows up in almost every Bounty Hunter quest. Again and again, you're sent to get rid of someone, find out they're innocent of the crime you're supposed to execute them for, and the dark side option is to just kill them anyway. Then Mako calls you a monster. This is practically the Dark Bounty Hunter's MO.
  • Kill and Replace: The goal of the terrorist cell on Tatooine in the Imperial Agent story is to do this to the Agent.
  • Kill 'em All: Revan's plan for the Empire.
  • Killer Rabbit: An Imperial questline on Tatooine has players go up against a Force-wielding Jawa.
  • Kill Sat: The Imperial Agent skill Orbital Bombardment.
    • The Firestar satellites on Balmorra.
    • The Hammer Station.
    • The Death Mark, on a lesser level: it serves as an orbital sniper for killing individuals instead of the usual.
  • Klingon Promotion: Averted with the Sith for a change. While it does happen occasionally (Lord Zash and the player from the Inquisitor storyline are good examples), one needs to be clever about it, so it can't be traced back to you.
  • Knife Nut/Bayonet Ya: Imperial Agents, who even get an equipment slot for them.
  • Knight Templar: Certain Jedi are guilty and from the perspective of the Sith, this is what all the Sith are.
    • Played straight in the tie-in comics with Jedi Master Dar'Nala, who plots the assassination of some Senators supporting the Treaty of Coruscant. And also hates the Sith, which ironically, causes her to slip into the Dark Side.
    • The Republic General Garza certainly qualifies.
  • Lampshade Hanging: The Twenty Bear Asses trope is lampshaded heavily in a quest on Dromund Kass - when you turn in the parts, the administrator in the office gets fairly upset over the stench.
  • Large Ham: The Sith Inquisitor class.
    Male Sith inquisitor: There will be no survivors!
  • Large Ham Announcer: Baron Deathmark, the Huttball announcer.
  • Laser Blade: Well duh. This is Star Wars, the setting of the lightsabers.
  • Lawful Stupid: The Voss are a subversion. While they are willing to do absurd things to follow their Mystics' prophecies, the prophecies in question always turn out to be true and always benefit the Voss in the end.
    • To a certain extent. As the Sith Warrior finds out before visiting the planet, while the visions are perfectly accurate, the interpretation sometimes suffers. Sith Warriors can also recieve a Voss granted vision and then go on to prove it dead wrong when they Kill Darth Baras
  • Leeroy Jenkins: Thana Vesh from the Imperial Taris quests seems to be an NPC version of this trope, given the amount of times she charges in ahead of your character only for you to find her at the mercy of the Republic, or, in one case, actually imprisoned. Thana being Thana, she always angrily tells you she had the situation under control or "Could have taken them" had you "not gotten in the way". Leeroy ALL over.
  • Lethal Joke Item: All items with customizable component slots can be this. As long as you keep all mods up to date, you can look as silly as you want and still be a powerhouse. You haven't played much until you've had your ass handed to you by a Jedi in lingerie.
  • Let's Get Dangerous: When the party is fleeing the Sith in Return, the two Troopers act as a distraction for the rest of the party. Smuggler looks back in time to see the hallway they were guarding get blown up, with the Troopers flung close to him. He gets a serious look on his face, and starts strolling towards the enemies pouring down at them. He then proceeds to blow them all away, with the surviving Trooper popping in towards the end.
    • Could technically be an example of Bullet Time, as it's shown he's firing very fast when the trooper joins in. Speed the video up and he's almost running at them.
  • Light Is Not Good: Republic players have both light and dark side options, but dark side is more Renegade as opposed to Paragon rather than full on evil.
    • Which is not excluding the possibility of pointless cruelty, if the player so chooses.
    • The Lightside is also made more morally ambiguous, to say the least: several options for the alignment are less clear-cut benevolence and more indicative of either pragmatism, fanatism or moral sociopathy, while the Jedi themselves come across as totalitarian occasionally. It's still unambiguously better than the Darkside.
  • Lightning Can Do Anything: The Sith Inquisitor is a mix of this and When All You Have Is a Hammer and Comedic Sociopathy. Any and all problems a Sith Inquisitor can be solved by just using the right amount of lightning. From Killing bosses, to dealing with conversation options, to healing. When in doubt, Shock Em.
  • Lightning Gun: Republic Troopers get an ability that makes any gun they are using into this. It allows them to give Sith Inquisitors a run for their money in the lightning department, as it repeatedly damages foes over a large arc.
  • Limit Break: Heroic moments, which every class gets. Causes you to regain 2% of your total health every few seconds and immediately finishes the cooldown on certain Oh Crap abilities (usually your basic stun). Also comes with its own Theme Music Power-Up.
    • Sith Marauder and Jedi Sentinel also has abilities that can only be activated after you get 30 stacks of the gauge.
  • Limited Special Collector's Ultimate Edition: Two different ones: First, The Collector's Edition includes in-game items, a Statuette of Darth Malgus, and other items, costs $150 . Second, the Digital Deluxe Edition costs a more reasonable $80, and has just 5 in-game items. In addition, every player who pre-ordered, even those who just ordered the vanilla version of the game, received a special color stone to turn their weapon's effect yellow with a black core, and up to five days of early acces to the game, depending on when they pre-ordered.
  • Loads and Loads of Characters: To help put this in perspective: All eight player classes get at least five unique companion characters, and their own branching storyline, that lasts for three acts. Then, add all of the end-game content, twelve "world quest" story-lines, and any future content... help with the character sheet is appreciated.
  • Lost Forever: As can be read in the blurb for the game, it was originally possible to get into situations like having your companion betray you, then needing to kill them. But this was removed.
    Daniel Erickson: ...we're not killing off any of the companions because everybody did. And then everybody cried. We saw it again and again and again and again in testing. People test as they're playing the system and they go... 'I wonder if they're going to let me do this. Oh no! My healer is gone forever!'
    • As of update 2.0, all the level 50 PvP armor has been phased out, replaced by only level 55 counterparts. For those who have the now unobtainable armor, it's been upgraded to a corresponding PvE levelnote .
  • Lowered Recruiting Standards: The Sith Warrior's initial quest giver comments that this policy was instated within the Sith Academy. In an inversion, your character is one of the elite who is there legitimately, while The Rival is one whose presence owes itself to the Lowered Standards.
    • This also results in the Sith Inquisitor, along with several other initiates, being pulled out of slave populations to be trained. In that case your Rival is one of the elite who was brought in to make sure one of the old bloodlines gets the position and is being given unfair advantages by the trainer in a mirror of the Warrior story.
  • Machine Worship: At least one of the workers maintaining the Works that power and maintain the City Planet Coruscant holds this view. Considering how long the planet has been like that, with buildings built on top of earlier buildings, it's not too surprising that he considers people "mere mortals," in comparison.
  • Macross Missile Massacre: One of the weapons systems installed on the Humongous Mecha Killer Robot, Annihilation droid XRR-3, that guards the Eternity Vault on Belsavis. These missile have been shown Total Party Killing eight max-level players, at a GamesCom demonstration.
    • A Bounty Hunter's primary means of dealing damage (and healing) are rockets. Lots and lots of rockets.
  • Made a Slave: The Sith Inquisitor backstory.
    • Should the Sith Inquisitor be a Sith Pureblood, touted as the elite of Sith society, this at first seems a little out of place. It turns out there's a good reason explaining why their family have become slaves.
  • The Man Behind the Man: Something the Sith Emperor is VERY good at, considering that he is the one who ordered Revan to start the Jedi Civil War, as well as convincing the Mandalorians to start the Mandalorian Wars. Not surprisingly, he does it to the Mandalorians AGAIN.
    • We have every reason to believe that the Sith Emperor engineered events in the Galaxy for over a MILLENIA to prepare for their return from Uncharted Space.
    • The leader of the Revanites is convinced that the Emperor is actually a centuries old Revan, or being controlled behind the scenes by Revan. Revan reveals that the Emperor is being subtly influenced by Revan trapped in stasis.
  • Mana: All classes have some form of energy pool. Most of the pools work differently and most abilities require using some of it.
    • Jedi Knights and Sith Warriors use Focus and Rage respectively. Both start with 0 and build it up over the course of battle by using weaker abilities. More powerful abilities generally require spending Focus/Rage.
    • Jedi Consulars and Sith Inquisitors use Force, which regenerates at a constant, fairly rapid rate. Shadows and Assassins are stuck with the basic limit of 100, while Sages and Sorcerers have an ample pool of 500-600 but the same regeneration rate.
    • Smugglers and Imperial Agents use the vaguely-described "Energy". It has a limit of 100 (110 with some builds), with abilities not costing above 25, but the catch is that the regeneration rate drops sharply if you fall below 60% full.
    • Bounty Hunters use "Heat", which is functionally identical to Energy, but is displayed backwards - you start at 0%, can't use any powers at 100%, some powers and traits vent heat, etc.
    • Troopers use "Ammo" which is nowadays identical to Energy, but used to go from 0 to 12 before Patch 2.2 rescaled it to 0 to 100. This is why Trooper and Bounty Hunter powers have costs in multiples of 8.3 (rounding down).
  • Master Poisoner: Imperial Agents in general, and the Lethality tree in particular, letting them combine Poisoned Weapons with Critical Hits For Massive Damagenote .
  • Meaningful Background Event: As an Imperial Agent, while talking about Karrel's death to his rival, you can see Kaliyo in the background eavesdropping.
    • Passing comments are also made in many storylines hint at the events of other class's storylines.
  • Meaningful Name: This being Star Wars, naming conventions are, for the most part, hardly subtle.
    • Hylo Visz matches her story perfectly [1]
    • On Alderaan, a minor side quest finds you walking in on a couple of arguing Imperial troopers. One of them is named Sergeant Pratt, and he is...well, sort of a whiny prat, as expected.
  • Mega Corp.: The Czerka Corporation.
    • Galactic Solutions Industries might fit this bill, too, though they're a newer Mega Corp..
  • Mind Rape: Watcher X (from the Imperial Agent storyline) can download memories directly from other cyborgs. Suffice it to say, that letting him do this is a dark-side choice.
    • Also from the Imperial Agent storyline: The whole ordeal with the SIS infiltration. And it turns out Imperial Intelligence is the original source of this. May also qualify as a mild Mind Screw because you get conversation options to tell Watcher Two about the whole brainwash thing, but when you choose those options your character instead says "Nothing more to report" or something to that effect.
    • This is the Dread Masters' specialty. Though their power can only be used on a large scale while working in unison, they can cause entire fleets to panic, such as making them surrender en masse, start shooting each other, start committing suicide, retreat even when they're winning, you name it. After the Imperial players free them from Belsavis, they become a sort of over-villain for both sides in the Operations. They were the reason Karagga went batshit insane, they caused the chaos in Section X, they were behind what happened on Asation, and they're STILL involved as of Rise of the Hutt Cartel in the Scum and Villainy Operation, where you even get to FIGHT one of them. And yes: Styrak can and does do this to the players during the boss fight.
    • The Nightmare Pilgrim World Boss on Voss can do this so well that every single member of the raid team you use to fight him has to have a MacGuffin onhand to resist it, or it's a one-shot-kill.
  • Mini-Dungeon: The "class quest" areas are closed off to anyone but a character of a certain class at a certain point in their storyline. They're meant to be a level-appropriate challenge to solo, but someone of another class can see the dungeon and the story bit in it if they group up to help; the person of the "wrong" class just won't be able to interact with the Cutscenes at the end.
  • Mirror Match: The Directive 7 endgame Flashpoint has the Interrogator boss, a giant probe droid that will scan your party and deposit cyborgs based on that player's class and skill tree.
  • Modern Stasis: Some criticism has been aimed at the fact the "Old" Republic isn't all that much different technology wise from the one featured in the prequels thousands of years later.
    • Their technology seemingly being more advanced than in the films is Justified by the Republic having a Dark Age in-between.
    • There are twenty thousand year old droids wandering around using the same kind of tech, and there are ancient computers around that look and act just like the contemporary ones except for age degradation.
    • There are examples on Tython that were made by the ancient Jedi and predate lightsaber technology. In the Jedi Counselor story you find out some of it is actually quite a bit more advanced than the game's standar
  • Moral Dissonance: In the Imperial Agent storyline, someone tries to blackmail you by threatening to expose you and your team. The light-side option is to accept the blackmail and hide it from your co-workers, while telling them about it and hunting down a traitor is the dark-side option.
    • The Sith Inquisitor storyline on Balmorra features a mission from an Imperial Army colonel to rescue his Sith son. When you do this, he makes clear how low he thinks of his father because he's not Sith. You can decide to tell him about this when you turn in the quest, which is treated as a dark side action. Sure, it could be interpreted as telling him For the Evulz and that a white lie is preferable, but one is still left to wonder if the truth would be better for the poor good father in the long run ...
    • There's a quest on Coruscant where someone asks you to steal a file that will prevent legislation that would cause the Republic to abandon the Jedi from passing. When you steal the file, someone else runs up to tell you that, sure, the idea of abandoning the Jedi is insane, but darn it, that's how democracy works and it would be wrong to try to take matters into your own hand even if it help people (it's possible the character in quesiton is a smuggler who flauts the laws of the Republic on a daily basis). The Dark Side option: Say you'd rather support the Jedi than follow the rules. The Light Side option: Agree to take a fake document back to your contact and tell him it's the document he sent you to get. Not an option: Returning to your contact and telling him you changed your mind, rather than actively screwing him over by lying to him.
    • Another quest puts the player character in a marital spat. The husband is a clingy type who is convinced the local gangsters got his wife and are forcing her into prostitution. Not unreasonable; the gangs are kidnapping people off the streets, she's a very attractive member of her species, and she is working in a sleazy nightclub deep in gang territory. You get there, and it turns out the wife upped and left. She wasn't kidnapped, she prefers working in the nightclub (and might be the madam), she didn't tell her husband what she was doing, and she wants you to go back to her husband and tell him she's vanished. The Light Side option is to leave her husband thinking she was carried off by the cartel, and the Dark Side action is telling her to go back and explain herself. There is an option to let her go then tell him that she's leaving him, but originally there were no points for truthfulness. That has since been fixed, and telling him the truth is now a second light side action (Though why lying about her still counts as light side is another matter).
    • Killiks - Hive Mind bugs on Alderaan that Mind Rape human prisoners into joining them via too many voices. Pain Factory - shutting down a facility that tortures a semi-sentient species and their subjugated humans to drive them into an attacking frenzy. Have fun dropping that insecticide down their hives after that!
    • At the end of the Imperial 'The Black Talon' flashpoint, you capture an Imperial defector who is suffering (actually in intense pain) from internal bleeding. You can execute him immediately, or turn him over, presumably to be tortured until the Empire learns what he told the Republic. Killing him is a Dark Side option, while handing him over is the Light Side option.
  • Monument Of Humiliation And Defeat: A back-and-forth example. When The Empire invades the planet of Balmorra, one of the largest bomb craters is turned into a resistance camp named "Outpost Victory". The Empire's forces later capture the base in a bloody battle and rename it "Camp Conquest" as a reminder.
  • Moral Guardians: A group of them are condemning the game for featuring homosexual relationships, claiming that they'll brainwash kids into pursuing homosexual lifestyles. The game doesn't feature homosexual relationships at this time.
    • The Rise of the Hutt Cartel expansion features a new planet, and in content related to that planet, homosexual relationships will be allowed. Moral Guardians took the "gay planet" ball and ran with it.
  • Mordor: Oricon, the base of operations of the Dread Masters, is looking to be this.
  • More Dakka: Imperial Agent Snipers get an ability called "Suppressing Fire", in which they fire hundreds of rounds at an area over a short time... from a Sniper Rifle.
  • Multiple Choice Past: Revan's motivations are further complicated by the backstory for this game. It really doesn't help that most of what we know about him is given by Unreliable Narrators. The tie-in novel Revan tells just what happened to him and the Jedi Exile after the events of Knights of the Old Republic.
    • More conventionally, previews of the character creation screen have shown that each player chooses from a plethora of them... namely by picking which class they want to be.
  • Museum of the Strange and Unusual: Arcanum Space Station, located in far off, remote space and heavily guarded by droids for a reason. Namely, here's where the Sith Empire puts Sith artifacts that are just Too Awesome to Use or so horrifying even they want it locked away.
  • My Country, Right or Wrong: The main motivation of a Lightside Imperial Agent in their story. The people s/he's fighting often have a point that The Empire is evil, but s/he only cares about protecting it's citizens.
  • My Species Doth Protest Too Much:
    • One way to play the Sith Pureblood, who can occasionally lampshade how exactly their blood makes them a Superior Species, when all of the Ancient Sith ended up going extinct?!
    • With the many playable species, each with their own hats, and full moral choices, it's common for your character to act in a manner unbecoming of what others expect.
    • Only 1/3 of the playable races can be played on both the Republic and Empire, with the rest being exclusive to one side. However, if you complete a character's story for one race, you can unlock that race for yourself, regardless of class or allegiance. This can resultPureblood Siths and Chiss, overwhelmingly Imperial races, becoming light-sided defenders of the Republic, and pro-Republic races like Mirialan and Miraluka becoming some of the most dangerous Sith ever seen.
  • Mythology Gag: Many mentioned around the page already, but the Smuggler Progression video contains one in addition to the Shout-Out below. When chasing a fleeing imperial officer around a corner, the smuggler runs into a huge group of imperial soldiers and a sith. He then promptly flees back the way he came, chased by the imperials. (Fittingly enough, both of these are references to Harrison Ford characters.)
    • One NPC ingame mentions that there is a lot of confusion in the old texts as to Revan's gender, a nod to the Player's ability to choose his gender in both of Knights of the Old Republic games.
    • One of the lines the Jedi Knight uses during the space missions is "Who needs targeting computers?"
    • If you don't interrupt one of the buffs of the final boss of the Foundry Flashpoint in time, the game will dramatically declare that he has "become more powerful than you can possibly imagine!"
    • A hostile NPC encountered on Alderaan declares that he would rather see the planet blown into space debris than fall under Imperial control.
    • The names given to Bounty Hunter's and Imperial Agent's themes in the Official Soundtrack are "Scum" and "Villainy" respectively.
    • Amongst the Cantina patrons in the Bounty Hunter starting town, there's a Wookiee and a protocol Droid playing cards. The Droid's arms have been ripped off and placed on neighbouring chairs.
    • In the Sith Warrior story, Darth Baras force chokes a subordinate to death and promotes another subordinate to fill his place in a scene that is taken nearly word for word from the scene in The Empire Strikes Back where Vader executes Admiral Ozzel.
    • Also, Part 11 of the Timeline viral trailers depicted Odile Vaiken overseeing the construction of a Sith Star Destroyernote  prior to the events of the game. The hull for the ship was taken directly from one of the views of Ansel Hsiao's fan-madenote  ship based on Dark Empire, the Bellator-class Dreadnought. According to Hsiao, they did so without his permission.
    • If a ranged player at the end of the False Emperor flashpoint chooses to atack Darth Malgus as he lays out his plans for conquest, he will stop the blaster bolts with his hand. Bonus points if said player is a Smuggler.
  • Never My Fault: On Tython if you're a Jedi character, there's a Padawan whose master sent him to meditate and try and lift a rock. When you come along he asks if you can do it, since he wasn't able to. His master then comes along and scolds him for relying on others to do his work for him instead of admitting to his weakness, which was the point of the lesson. The guy then claims you offered to help him and that he tried to decline, though you are able to protest and your calmness tells the Master that you're the one telling the truth, and the apprentice is sent to be an archive clerk. The guy then blames you for ruining his chances at being a Jedi.
    • On the other hand, while the guys proves himself to be seriously Genre Blind for not spotting the Secret Test of Character, you can't really blame him for having a teacher that gives poor instructions, deliberately sets the guy up to fail just to make a point, and uses lesson plans cribbed from a fortune cookie. Let alone that he might have passed the test if your momentarily equally genre blind character hadn't come along and agreed to help.
  • Nice Hat: While most hats are...not that nice, Smugglers get quite a few that are.
  • Nice Job Breaking It, Hero: After completing the Explosive Conflict Operation for the first time, Imperial players learn that releasing the Dread Masters from Belsavis was a horrible mistake, as the Masters have declared war on the galaxy after the disappearance of the Emperor, the one being who could control them.
  • Nice Job Fixing It, Villain: Imperial characters save 98% of the Imperial population from being wiped out by Revan.
  • No Cutscene Inventory Inertia: Averted for the most part. Your character will wear whatever armor and use whatever weapons you have equipped (which can lead to funny moments if a Jedi or Sith is using a sword or axe instead of a light saber). The one exception is the Trooper and the Agent, who have a side-arm on their hip, but only in the cutscenes.
  • Noble Demon: Light-sided Imperial characters are in most cases a bunch of Punch Clock Villains that want to protect their country or to slowly reform the Empire from within.
  • No Blood for Phlebotinum: The Republic and Empire fight over the Power Crystals needed to construct their Laser Swords, on Illum. And by fight, we mean with armies.
  • No Fair Cheating: During play-testing, many matches of Huttball descended into hogging and turtling around the ball. So, the ball is made of uranium, and if the Hutt spectators get too bored...
  • No Endor Holocaust: Averted early in the Imperial Agent storyline. The destruction of a major starship in orbit causes debris to fall causing casualties on the ground.
  • No Good Deed Goes Unpunished: In the Imperial Agent story. Don't kill your contact early on? They join the SIS and try to kill you on Corellia.
  • Noob Planet: Four of them - Tython for Jedi Knights and Consulars, Ord Mantell for Troopers and Smugglers, Hutta for Imperial Agents and Bounty Hunters, and Korriban for Sith Warriors and Inquisitors. Dromund Kass and Coruscant tend to get this treatment as well, since classes only gain access to their ship after leaving their capital world.
  • No Points for Neutrality: Played straight, since exclusive gear unlocks the farther you go exclusively light side or dark side, and reaching the highest level for either unlocks an incredibly useful buff for the entire legacy.
    • A small aversion at the end of certain characters' stories, where they are given an in-story title based on their alignment. For example, Sith Inquisitors who finish with a neutral alignment receive the title Darth Occlus, compared to Darth Nox for darksiders and Darth Imperius for lightsiders.
  • No Sell: Both the Smuggler and Bounty Hunter player characters prove to be immune to the Jedi mind trick, which leads to these exchanges:
    Jedi: (waves hand) You will drop your weapons, and surrender to me.
    Bounty Hunter Player Character: (waves hand) You will realize what a complete idiot you are.
    • And this one:
    Sith Sorceress: (waves hand) You want to attack the Jedi.
    Smuggler Player Character: I want to laugh at how ridiculous you look.
    • If there's a glaring difference in levels, attacks by low-level characters do 0 damage to higher-characters. This means level-10 characters can't go with level-50 buddies and farm level 40 enemies for exp, but it also means that high-level characters can wade through seas of enemy attacks on starter planets.
  • Not So Different: Jedi and Sith.
    • In broader terms, the Republic and the Empire are this. The space missions for each side are identical, both factions make heavy use of hired guns (smugglers and bounty hunters, respectively), and both are plagued with bureaucratic power struggles making it impossible to get anything done without the player character's help.
  • Not Usingthe Z Word: The "Imprisoned One" on Tatooine is using ancient technology to transform sentients into slaves. Two of the words that the game uses to refer to these people are "reanimated" and "cybernecrotic."
  • Novelization: Fatal Alliance, Deceived, and Revan later in 2011.
  • Obfuscating Stupidity: During the Great Hunt when you and another Bounty Hunter are going after the same target, the other BH uses this to get close to the target. Revealing their identity could be a spoiler for anybody currently playing the game, so the BH in question is Murghir, on Balmorra.
  • Oh Crap: In one of the trailers, Malgus gets one a split second before the soldier he's grappling with sets off a grenade at point blank range.
  • Older Than He Looks: T7-01 is several centuries old, and has never been memory wiped.
  • Omnicidal Neutral: The Star Cabal seeks to manipulate the Republic, the Empire, the Jedi and the Sith into destroying each other so that the Cabal's leaders can rule what remains of the galaxy and end all future wars.
  • One Degree of Separation: Seen with several of the companion characters. For example, Kaliyo (Imperial Agent) had a fling with Doc (Jedi Knight), while Vette (Sith Warrior) spent some of her childhood with Risha (Smuggler).
  • One-Hit Polykill: Jedi Sentinels and Sith Marauders can pull off a strange version of this with the "Twin Saber Throw" ability. It consists of them flinging both of their lightsabers at their target. It hits any enemies within 30 meters of the thrower, not necessarily just the original target.
  • One-Winged Angel: Kephess pulls this off toward the end of the fight with him in Explosive Conflict.
  • Only in It for the Money: The Bounty Hunter class storyline in a nutshell; they aren't actually members of the Sith Empire. Applies to the Smuggler class to some degree, how much so obviously depends on a player's choices.
  • Only Sane Employee: How Imperial Intelligence view their role in the Empire, believing that the Military are utterly incompetent and the Sith are dangerously insane. Keeper sardonically laments that that because they do the dirty work crucial for keeping the Empire running, they're glorified sanitation workers.
    • Light or Neutral aligned Sith players can feel like this in general. Most of your bosses are Ax-Crazy, Properly Paranoid, arrogant BloodKnights whose only job qualification is being better able to stab the other guy with a lightsaber. Furthermore, the Emperor you serve is a nutcase who wants to devour all life in the galaxy while everyone else is too busy fighting each other to team up against him.
  • Opening Scroll: Twenty-four of them, one for each of the eight classes, each of whom have a trilogy.
  • Our Zombies Are Different: Rakghouls.
  • Overly Narrow Superlative: Shai Tenna is the greatest Hothian Weequay pirate the Smuggler has ever heard of.
  • Painting the Medium: One of the Smuggler's lines during space-combat is to note that the ship feels like it's on autopilot.
  • Patchwork Map: Belsavis, where falling snow exists right next to jungles teeming with flora and dangerous fauna with the occasional pool of lava to break up the monotony, then snow again.
  • Penal Colony: Belsavis, full stop.
  • Perpetual Storm: The planet of Drommund Kaas is perpetually covered in a gigantic lightning storm due to the Sith Emperor's Dark Side experiments.
  • Pet the Dog: Light-sided Imperial characters will have lots of opportunity to do good things on behalf of the Empire.
  • Pistol-Whipping: What Smugglers do, before they shoot someone execution style. Troopers also have the Stock Strike ability.
  • Planet Ville: Coruscant is the most obvious example.
    • There are a number of planets that you can only visit in flashpoints, making them more like this then the main planets, because the main planets actually do have different locations.
  • Pointy-Haired Boss: Some Imperial Intelligence missions result from the nominally superior Sith screwing up. For example, right at the start, you are sent to curry favour with a Hutt's lieutenant so he influences his master to ally with the Sith. You manage to do it, the guy thinks (?) you're his best friend and asks you to meet his family, with hints of setting you up with one of his sons if you're female. Cue Keeper calling you and telling you that oops, some pointy-haired Sith just murdered the man's sons, so... change of plans, you are to kill the lieutenant, "avenge" his death and "find" evidence that shows how the rival Hutt already allied with the Republic. Although it'd be a stretch to call the Imperial Agent a cutie, it's still the first time in the campaign you're expected to kill a largely sympathetic guy.
    • Light Sided Agents can turn this into a borderline CMoH though. You get the option let the guy go, faking his death, telling him (truthfully) that one son did survive and giving a hint of where he is. Later, you get a letter from Keeper saying that somebody mysteriously rescued the surviving son, and hints that he knows full well who did it. His reaction is more Silly Rabbit, Idealism Is for Kids! than true disapproval.
  • Poison and Cure Gambit: A Mandalorian commander on Tatooine challenges you to take on his people's rite of passage: to take a vicious sandpeople-made poison and run out to their camp for the cure. Should you accept the challenge, you have 15 minutes to obtain and take the antidote or die trying.
  • Poisoned Weapons: Involved in many of the Imperial Agent's attacks. The Sniper Advanced Specialization ability tree is all about this. Combined with Critical Hits.
  • Politically Correct History: In the Republic Taris is remembered as a prosperous city world that was destroyed by a Sith Lord. The fact that it was a xenophobic segregated pit of scum and villainy mostly dominated by organized crime is almost completely forgotten.
  • Politically Incorrect Villain: The Sith Empire is extremely racist and considers humans to be superior to all alien species, even those that can be considered more Near Human than alien. Those of partial Sith descent are treated like nobility, partially due to their inherent Force sensitivity.
  • Pragmatic Villainy: Often taking the lightside path will lead to better results, or the darkside path is pointless and counterproductive to your goals. Players who wish to be fully darkside will have to grasp the Villain Ball tightly.
  • Prestige Class: Every class chooses between two Advanced Specializations around level 10. Each one opens up two unique skill trees, and one that's shared between the pair.
  • Previously On: The Loading Screens are utilized to catch the player up on their personal storyline, in case they haven't played that character recently, or just got absorbed in the game's other time consuming features.
  • Previous Player-Character Cameo: Both Revan and the Exile make an appearance.
  • Proud Warrior Race: What the Sith Empire has become, the ones that aren't Stupid Evil anyway, ranging from kill crazed war mongers to Noble Demons.
  • Psycho for Hire: A recurring theme for the Bounty Hunter class' Dark Side options. Early in their storyline, they can decapitate a man, then present the head to his wife, just because a Hutt ordered him to. Did we mention this game is rated T for Teen?
  • Pulled From Your Day Off: At the end of Act I of the Republic Trooper's storyline, the Trooper is given an extended shore leave after successfully tracking down the Havoc Squad traitors, but it is cut short almost as soon as you land back on Coruscant—there is a new Imperial superweapon in the making and the command wants you to take it out.
  • Punch Clock Villain: Several minions and mercenaries will walk away if you just ask them to and abandon their now desperately alone former boss because they're just not paid enough to face the likes of you.
    • It seems that a lot of Imperials are this. Many soldiers, Imperial Reclamation Service staff and agents aren't evil personalities, just people doing their jobs.
      • Some of the nicest Imperial characters work in either the Imperial Reclamation or Diplomatic Services.
  • Putting on the Reich: Just like Palpatine's Galactic Empire from the original movies, the Sith Empire shares a lot in common with the Nazis. Including their grey and black uniforms, the crimson flag, a powerful secret police force that got purged, widespread racism against all not pure blood Sith and humans, and that their aim for starting the war in the fist place was to regain historical Sith territory that they lost at the end of the The Great Hyperspace War (Lebensraum). The Empire even run a mass extermination camp for Evociis on Nar Shaddaa to gain favor with the Hutts. In the camp you will find lots of bodies and bones piled on top of each other that was clearly suppose to be reminiscent of the Holocaust.
  • Puzzle Boss: Each of the Operations has one:
    • The Pylons in the Eternity Vault Operation.
    • The Fabricator in the Karraga's Palace Operation requires some members of the raid to solve a Towers of Hanoi puzzle to arm the cannon that lowers the boss's defenses.
    • Colonel Vorgath (or to be more precise, the minefield you have to go through to reach him) in Explosive Conflict
    • Operator X from Terror from Beyond
    • Scum and Villainy has two: the droid showroom of Olok the Shadow, and a lesser example with Red/Blue/Gold/Green Teams of the Operations Chief.
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