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Star Wars The Old Republic / Tropes H to P

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  • Hailfire Peaks: Hoth is a frozen iceball with occasional magma vents. Belsavis puts snow-covered plains and 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. And in Hoth's case: The low surface temperature is due to its distance from the star, which has nothing to do with volcanic activity (life exists there despite the frigid temperature because of geothermal energy supporting the bottom of the food chain).
  • Happily Married: A researcher on Voss name-drops it if you try to flirt with her.
  • 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 killed, the Sith come back and curb stomp the Republic anyway, and Scourge gets to play Karma Houdini on the Knight's boat.
    • Knights of the Fallen Empire somehow gets worse; The "Eternal Empire" decimates the combined fleets of the Republic and the Empire (which was a front all along). The emperor's son and daughter take over and drive their new galaxy to the ground out of paranoia and sadism. Your squad members are pummeled into a coma and your player character gets their ass kicked, and spends five years in cryostasis while the Eternal Empire uses their technology to scan entire planets for force-sensitives, outfitting them with the best rifles and tactics / anti-force training money can buy. Everything you've done over the course of the original storyline is now swatting a fly compared to the fiasco the player character has to go through.
    • The Iokath and Nathema Story Arc nullifies your military superiority by obliterating the Eternal Fleet you had acquired at the end of Knights of the Eternal Throne and reignites the war between the Republic and the Empire. While the people conspiring against you are dealt with by the end of the arc, you now have to side with either the Empire or the Republic to maintain your influence on the galaxy.
  • Harmless Freezing:
    • The Commando'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) 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.
    • All characters are told that they need special cold-weather gear before they can go down to Hoth. The gear does provide a bonus, but Hoth has no environmental effect for its ludicrously cold temperature. It's not uncommon to see player characters wandering around in Stripperific outfits, suffering no ill effects whatsoever, on the same planet that nearly claimed Luke Skywalker's life from exposure.
  • Hate Sink:
    • Vitiate. One of the cruelest, most brutal, and most twisted characters ever written in the Star Wars universe, to the point that even the nastiest Villain Protagonist you can play as cannot hope to match his depravity. He's also a thoroughly treacherous bastard even as an ally, as even when he does aid you during the Sith Warrior questline, Knights of the Fallen Empire and Knights of the Eternal Throne, he's always plotting to stab you in the back at the opportune moment.
    • Tarro Blood from the Bounty Hunter storyline. He claims that you are unworthy to join the great hunt despite lying and cheating his way throughout the hunt. He also tries everything to avoid a direct confrontation with the hunter and instead uses his lackeys to do his dirty work. When you finally meet him imprisoned in Kellian Jarro's ship, you can leave him there to die instead of allowing him to fight you.
    • Also from the Bounty Hunter storyline, Skadge. He is a complete Jerkass to Light-side players who'll insult you even when he's assigned to do simple crew skill missions. Oh, and he hints that he might rape a female NPC from the Belsavis quest-line if he got the chance. Lovely. He does end up having a friendlier dynamic with Dark-side players simply by virtue of the Dark-side Bounty Hunter being an incredibly horrible person in their own right, but in both cases it's strongly implied that without the Bounter Hunter's backing, he'd be nothing more than a lowlife scumbag who eventually got himself captured or horribly killed. And indeed, you finally get the opportunity to give him his just desserts in a side-quest from Knights of the Fallen Empire.
    • Chancellor Saresh was already mildly annoying in the Vanilla game, but she becomes even more unlikeable after the Shadow of Revan and Ziost storylines, as she's proven herself to be unreasonable, hot-headed, and blinded by her hatred of the Empire, to the point of being an Obstructive Bureaucrat. She gets even worse in Knights of the Eternal Throne. She attempts to have the Alliance Leader killed by hiring a band of elite mercenaries for daring to have a meeting with Empress Acina, marking one of the very rare times in the entire game where a Sith leader is portrayed as the more trustworthy party regardless of your alignment. She then tries to take the place as the new Alliance Commander. Luckily the real Alliance Leader arrives and stops her. The leader can punch her in the face, execute her, or have her stay in a prison for a very long time.
      • This was already foreshadowed in the Vanilla game. When running around on Taris, all that a Republic player (no matter what character) encounters is incompetence and corruption, with both civilians and common soldiers becoming the victims. Considering that Saresh was in charge of this mess you have to wonder how much of it was her fault.
    • Nomen Karr, Jun Seros, and Nomar Organa may not be exactly evil, but their hypocrisy and smug sense of superiority make them very sorry examples of the Jedi Order and the Republic, something Imperial players can happily use to their advantage.
  • Hauled Before A Senate Subcommittee: This happens to the Republic Trooper twice. The first time is normal for the situation you were recently involved in, but the second is a sham; the senator trying to "investigate" Havoc Squad is secretly an undercover agent for the Empire.
  • Healing Boss: Raid bosses often use healing mechanics of various types. For example, the first stage of the "Dread Palace" final boss fight has each of the remaining Dread Masters jump back off the battlefield onto their thrones when they hit 50% health and begin healing up (becoming invincible while they do so). Advancing to the next stage of the fight requires the PCs to get them all to this state simultaneously.
  • Healing Shiv: Commandos and Mercenaries use gun attachments to heal other players, as well as summoning healing droids from Hammerspace.
  • Heel–Face Turn:
    • Deconstructed in Jedi Under Siege, the prelude to the Onslaught expansion. Suppose your character has decided to defect from the Empire to the Republic. The Republic SIS agent tells you to remain with the Empire, but sabotage Imperial operations from within. That sabotage doesn't involve you letting Republic soldiers and civilians escape, or assassinating important Sith. No, it involves you making sure that common Imperial soldiers (who are shown to be good people) suffer greater losses.
    • The Onslaught expansion proper plays this trope straighter, though you will still have to kill a large number of soldiers belonging to the faction you are supposed to support, and at the end of the saboteur storyline that came at the expansion's launch Theron Shan is still disgusted at how the Commander's sabotage has done nothing to minimize the losses in the war.
    • Luckily, you could actually minimize the civilian losses in the war as both a saboteur, and loyalist by choosing the lightside option in the meeting before Corellia, thus playing the latter part of the above trope straight. Do that, and your commander speaks out against murdering citizens purely as a diversion tactic, and Krovos focuses only on targeting buildings for greater strategic value instead. At the end of the storyline, Theron is happy that the empire minimized the damage in Corellia, despite being worried that they would not do so in the future.
  • Heroic Build: All body options are muscular, even type 1 (which is very slim), and type 4 (which is fat)
  • 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. Their founder is the Trooper's archrival's teacher. A similar case would be Mentor from the Directive 7 flashpoint. He wanted to put a stop to the violent tendencies of organics, but his solution involved the extermination of all organic beings.
    • A common theme among Jedi if you play an Imperial character. Nomen Karr and Jun Seros both show signs of this.
  • 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)
  • Hero Antagonist: For Imperial characters, naturally there are a lot of those in each storyline.
  • Hero of Another Story: Technically, every class character is this to all other characters. Some details depend on one's individual decisions, but the baseline progress of the overall narrative (the progress one isn't responsible oneself) are usually tied to the story of one of the other seven classes or to that of the other faction.
  • Heroic Sacrifice:
    • 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 mere 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.
    • In Chapter VIII of Knights of the Fallen Empire, HK-55 protects the player from Arcann by taking the full brunt of the latter's Force lightning attack. If you qualified during the time it was available, you can partake on a mission to have him rebuilt.
  • Heroic Willpower: The light-sided Sith Warrior and Sith Inquisitor have this, seeing as they regularly utilize dark side techniques, 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.
  • High Turnover Rate: The Dark Council suffers from this; it's completely reshuffled about three times during the game and its expansions alone, mostly due to the actions and decisions of the players.
    • Dark Council members at the beginning of the game who fall during classic: Acharon, Hadra and Decimus (killed by Republic characters on Corellia), Jadus (apprehended by the Agent, optional), Skotia and Thanaton (killed by the Inquisitor), Angral (killed by the Knight), Vengean (killed by the Warrior)
    • Dark Council members at the beginning of the game who fall during an expansion: Marr (killed by Valkorion), Mortis and Ravage (both are optional sacrifices on Nathema, otherwise they most likely died offscreen), Vowrawn (kill order by Imperial character, optional)
    • Dark Council members who ascend and fall during classic: Zhorrid (killed by Agent, optional), Zash (killed by Inquisitor), Baras (killed by Warrior, optional), Arho (killed by Republic characters on Ilum), Malgus (quits and is then defeated by PCs)
    • Dark Council members who ascend and fall during the expansions: Arkous (killed by PCs during the Rakata Prime FP), Soverus (killed by Republic characters during the Korriban FP), Malora (fired by Malgus on Dantooine), Acina (dies on Iokath, optional), Savik (kill order by Imperial character, optional), Shaar (kill order by Imperial character, optional), Anathel (Inquisitor, optional)
    • Dark Council members who live and die offscreen: Karrid, Mekhis, Aruk, Rictus
  • 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 Alderaan as Goddamned Bats. The Imperial Agents gain a diplomat-turned Joiner as a companion and romance option for females.
  • 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.
  • Hold Your Hippogriffs: True to Star Wars, characters often use lines like "Son of a Hutt" and "Whatever floats your speeder".
  • 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.
  • Hologram Projection Imperfection: The hologram of SCORPIO flickers from time to time.
  • 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 Operation 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 7 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.
  • Honor Among Thieves: A Light-sided run as a Smuggler or Bounty Hunter? You are doing all kinds of shady and outright illegal stunts on behalf of your employers, but you still have the option to conduct yourself with standards.
  • Honor Before Reason: A lot of light-sided choices for Republic players seem more foolishly ideal compared to the more pragmatic, if more cruel, dark-sided choices. One good example would be during the raid of the Gorinth Brig on Balmorra to rescue two scientists who designed a super weapon. After freeing the scientists, they use a nearby Imperial computer to retrieve their files on the weapon while noting that the computer will lock down immediately afterwards. One of the scientists protests this decision, asking you to instead use the computer to free all of the other prisoners (the light-sided choice). If you free the prisoners, Commander Madine tells you that you already eliminated most if not all of the prison staff and it was already a matter of time before the prisoners got rescued by Republic forces. In short, you basically sacrificed data that would have been crucial to your mission to instead do something that was going to happen regardless.
  • 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 afterwards.
  • Hourglass Plot: The Republic and the Empire during the timeskip in the Knights of the Fallen Empire. Republic Chancellor Saresh, initially presented as The Good Chancellor has been slowly sinking ever since Ziost and became a full-blown Evil Chancellor, turning Republic into a dictatorship. She is a war-monger unable to compromise with the Sith Empire against a common foe, refused to discuss peace with the Eternal Empire despite huge casualties, attempted to extend her term indefinitely after it run out, and when the Senate refused, installed a puppet Chancellor to do her bidding, remaining in power de-facto. She eventually attempts to kill your character and take over the Alliance. The Empire, on the other hand, is now led by Empress Acina, who is surprisingly reasonable for a Dark Lord of the Sith. Not only does she extend a formal diplomatic attempt to aid your Alliance, but the common people seem to genuinely like her! Granted, given the Empire's track of leadership, doing better than her predecessor wasn't that hard, but how many other Sith would have slipped to common villainy in her place?
  • Hub Under Attack: Missions in both the Knights of the Fallen Empire and Knights of the Eternal Throne expansions have the Alliance social hub on Odessen come under direct attack by the Eternal Empire.
  • Huge Guy, Tiny Girl: A male player character of Body 3 or 4 will be this compared to most female companions who tend to have type 1 or 2 bodies. (Being Akaavi Spar the only exception.)
  • 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. Only the most humanoid of humanoid aliens are playable, basically coming down to different skin colors and maybe some addons (Twi'lek head-tails and Sith facial horns/tentacles.) Humanoid, but not human-like, aliens (like Wookiees) are not playable.
  • Human Popsicle: Carbonite freezing is present in the game, just like the movies. In fact, the Bounty Hunter class is given a Carbonite sprayer for the purpose of capturing bounties alive. Awesome. They (and most of the healer companions) can even use it for a few of their attacks.
  • Humiliation Conga: The events of Corellia are not good for the Empire. Despite initially conquering the planet, continued resistance from the local populace as well as a full scale Republic counter attack quickly undo all the progress the Empire made, and not only are they ultimately driven off the planet, but they've lost numerous Sith Lords to the Republic's forces, including no less then three members of the Dark Council. And while all this was going on, the Emperor is seemingly assassinated by the Hero of Tython, the Barsen'thor neutralizes the First Son, robbing the Children of the Emperor of their protection and allowing the Jedi to hunt them down, the Empire's best General is either killed in action or captured, and even if he is later released, the Empire had to give up millions of valuable prisoners of war and the General's defeat will no doubt shame him for the rest of his life, and the Empire's top fleet admiral is killed, and the pirate fleet he had been amassing to attack the Republic's shipyards either pledges itself to the Republic or begins attacking and plundering both sides of the war with impunity.
  • 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.
    • Titan 6 in the Scum and Villainy operation, who even has a tank mode as its final form.
    • In addition to sections where you pilot Armless Biped walkers, "Knights of the Eternal Throne" has a section where, after defeating a colossal humanoid droid on Iokath in battle, you get to pilot it in a more traditional example of the trope after its innards are redesigned to turn it from a droid into a vehicle.
    • The six gods that the Zakuulans worship are all gigantic droids that were built centuries ago.
  • 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, getting 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.
    • Invoked during the Bounty Hunter's questline on Taris, where they and their target try to track and kill each other first.
  • Hunting the Rogue: In the Prologue and Act I of the Trooper story, most of the Republic's special ops group Havoc Squad defects to the Empire. The remaining members, led by the Trooper player character, are assigned to hunt down the traitors.
  • Hyper-Competent Sidekick:
    • Gameplay example. After the Fallen Empire update, the companion characters got a massive boost for the original content, which is bigger the earlier you are in the game. As in, they have three times the hit points and do twice the damage the player character does even with the best equipment.
    • Averted in the story mode, being that it is made clear that the playable character is stronger than any of his/her companions. (In fact some teammates are recruited by defeating them in combat)
  • Hypocrite:
    • The Balmorran resistance in the Knight's story. When you find the cloaking device, they try to stop you from taking it. If you choose the dark side option and threaten to kill them, they claim that by threatening them, the Republic shows its 'true colours'. This from the man who started the conversation by pointing a gun in your face.
    • In the first Flashpoint, a playable Sith can be this. When the Sith meets the Padawan Yadira, s/he may look down on her for being a simple Padawan and not a "true Jedi", even though at this point the Sith is still an apprentice.

    I 
  • 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 Inquisitor's 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.
    • In Fallen Empire Chapter XIII, Vette calls her borrowed assault cannon "Spewie". It can be obtained as a Cartel Pack item where it retains its nickname.
  • Idealist vs. Pragmatist: Played with:
    • While the game does go back to the light side being more idealistic whereas dark side is often more pragmatic, many of the sides are shown with more nuance than in the first game. On occasion, the player may be presented with two light side or dark side choices (out of three), sometimes with no option being idealistic or pragmatic. There's plenty on both sides, but light sided Imperial players tend to veer more towards Idealism whereas Dark Sided Republic players tend to veer more towards pragmatism. Sometimes? The "Light" side choice is Stupid Good, the "Dark" side choice is Stupid Evil, and both sides can become Lawful Stupid.
    • On a few occasions? The pragmatic/idealistic roles are switched, or simply not having an idealistic vs. pragmatist viewpoint at all. Very early in the story, Sith Warriors will get praised for Recruiting the Criminal rather than executing them because even though he broke your laws, idealism of enforcing it will actually work against you since this is a potential asset. Bounty Hunters aren't written off as being idealistic for bringing their targets in alive, oftentimes they are praised for doing this because they let their employer decide. A smuggler likewise can just be played as intentionally taking things that may get them money, but drawing the line at certain things.
  • 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.
  • Improbable Age: Most playable characters are described as very young, but due to their talent and actions, they end up in good positions that are usually reserved for much older people.
  • I Have No Son!: Inverted with Arcann should Senya survive Chapter I of Knights of the Eternal Throne. In Chapter VI, a redeemed Arcann will request to join the Eternal Alliance while Valkorion's spirit calls out his son for lowering himself and joining the enemy.
    Valkorion: I did not raise my son to serve.
    Arcann: You have no son.
  • I Have Your Wife: A Side Quest on Coruscant involves helping an alien refugee named Nik Deleru rescue his mate, Ria, who's been kidnapped by the Migrant Merchant's Guild and forced to work as an erotic dancer at their club when Nik failed to make his "Protection Payments", or at least, that's what Ria led him to believe. In truth, Ria is working as dancer willingly, considering it to be a better alternative than living with Nik in poverty. The player has the option of letting Ria stay and keeping it a secret (Light Side) or forcing her to go back to Nik (Dark Side).
  • I Never Said It Was Poison: In Qyzen Fess' storyline, a Trandoshan named Veneb has been hiring a Wookiee to kill off his rivals for the position of Clan Speaker, one of the most powerful positions in Trandoshan culture, second only to the Elders. When you confront him about his crimes, he will deny associating with a Wookiee... only you didn't mention the Wookiee yet, which you can point out. Ultimately, you and Qyzen are able to defeat him and Qyzen is inspired to create his own clan comprised of all the Trandoshans Veneb had hoped to recruit.
  • I Surrender, Suckers: A rare protagonist version in "Knights of the Fallen Empire", as you can request that Arcann permit you to contact your people with a stand down order only to warn them before starting the fight.
  • Idiot Ball: In Chapter 2 of the Inquisitor storyline, you're unwittingly sent to your death at the hands of a vengeful Sith spirit by Darth Thanaton because you killed your master. After being rescued by the spirit of your ancestor, Lord Kallig, he sends you to learn spirit walking, a Force technique to bind spirits and use their power, so that you'll be able to stand up against Thanaton. After learning the ritual and binding the spirit that taught it to you, you spend the entirety of Chapter 2 searching out spirits to bind, but never actually test the power you're acquiring until you return to face Thanaton... at which point the bound spirits escape your control, almost killing you as they argue with each other over what to do. One of the drawbacks to the force-walking ritual, which you didn't research beforehand, is that binding more than one spirit at a time is both debilitating and drags you into insanity before it kills you. The majority of Chapter 3 is spent trying to fix the problem, ultimately resulting in your having to find a way to rebuild yourself from the ground up.
  • 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.
    • 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 somewhat laughable 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.
    • While the game does on occasion react to your character's race, there's a rather notable example that players loved to do on Ord Mantell - if your character is a Cathar, you can have them ask, "What's a Cathar?". Shouldn't your character know what species they are? This one is due to changes after release; originally, Cathar were not available as a player race.
  • If You Die, I Call Your Stuff: When the Outlander's battle with Arcann takes its toll, Tora asks the Outlander if she can have his/her stuff.
  • If You Ever Do Anything to Hurt Her...: After you recruit Blizz in Knights of the Fallen Empire, Jreely (one of Blizz's friends) sends you a letter warning you not to hurt Blizz.
    Jreely: Blizz very good to Jreely, even when Jreely mean to Blizz. Blizz very good to all friends. Sometimes Blizz too nice, trust wrong friend and get into trouble. So Big Boss better stay right kind of friend, or Jreely make holes in Big Boss.
  • I'm Cold... So Cold...: The final boss in the Firefrost uprising says this after you defeat him. It makes sense because the uprising takes place on Hoth.
  • Imperial Stormtrooper Marksmanship Academy: On the Imperial Base on Belsavis, one soldier is seen trying to execute a prisoner by firing at him at point-blank range. All of his shots continue to miss the prisoner while another soldier laughs at the soldier's attempts.
  • 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.
    • 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. Or so he claims. If he actually dates back to when he was allegedly created, there weren't a thousand Jedi around to kill, since the Sith were badly losing their war against the Jedi at the time, and his master's army would have been in full retreat.
    • 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.
  • Immediate Self-Contradiction: Doc, on the topic of beautiful admirers.
    Doc: Remember, it's quality not quantity-unless you have a lot.
  • Immortality Immorality: The Sith Emperor gained his immortality by draining all life out of his home planet.
  • Improbable Power Discrepancy: Became really blatant with the Operations as of patch 3.3. Each operation was set for what used to be the max level when it came. As a result, the weakest of all Final Bosses is a Sorcerous Overlord from a race of Abusive Precursors who was sealed away by his own race because they feared him... on the upper end, you have a pirate gang without a single Force user. Although this had changed in patch 4.0 so all the Operations are now scaled at the max level.
  • Inappropriately Close Comrades:
    • Elara Dorne, a romance option for Republic Trooper characters, isn't really supposed to get into a relationship with her commanding officer, but is sufficiently well-versed in the regulations that she can find the right way to fill out forms to make it happen.
    • In the Imperial Agent plotline, any romance with Watcher Two gets cut off (by her) when she gets promoted to a position where it would be improper to continue it.
  • 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.
  • Inexplicably Speaks Fluent Alien: Every character seems able to understand every alien language in the galaxy, even languages like Rakata and Esh-kha that haven't been widely spoken for millennia.
  • Informed Ability: The desert beyond the forbidden pass on Tatooine is supposed to be a place where none survive. Not only is it no more dangerous than any other part of the planet, but it is filled with people (Sand People, Mandalorians and even a Republic outpost.)
    • The Esh-Kha are supposed to be terrifying enemies that could become a galactic threat if they are not contained. In practice, they form no greater obstacle than any of the other prison gangs on Belsavis.
  • Informed Attractiveness: Potentially. Most class stories have instanced where someone will comment on your good looks - even if you went to great lengths to create a character with the ugliest-looking mug imaginable.
  • Infraction 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."
  • Insistent Terminology: It's MINISTER Lormen!
  • 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.
  • 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 lightsaber 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.
    • A similar situation exists on Korriban. Fonn reports that he saw his objective across a chasm and claims that it is impossible to reach. He completely forgets that there are such things as speeders and jetpacks, that force users can self-levitate, or that a simple bridge would solve the problem.
  • 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. In update 4.0, standing in fire will cause the edges of the screen to glow orange. While standing in toxic waste will have a green aura around the screen.
  • 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.
    • Targeting Darth Zash when you meet up with her at the end of Chapter One of the Inquisitor story shows her true face in her portrait, spoiling The Reveal.
    • A codex entry for the Smuggler late in Act 1 spoils The Reveal that Nok Drayen is alive, and his treasure is more than it seems.
    • An NPC with a name just standing around somewhere, guaranteed to be part of a quest you have not unlocked yet.
  • Internalized Categorism: An alien Sith Inquisitor can comment in one conversation with their Togruta apprentice Ashara Zavros that an alien Sith has to work hard to overcome their "disadvantage". This remark understandably infuriates Ashara.
  • 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 initially playable, 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, Scoundrel's, Operatives, Assassins and 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 (since she was their target in the first place). 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."
    • During "The Shadow Of Revan", Lana purposely lets Theron get captured by the Revanites in order to track them. When Theron asks why Lana didn't tell him about the plan, she replies that he had to be "in the dark, to make it believable". Way later, during "The Nathema Conspiracy", Theron throws those words back at her as his reason for not telling anyone about being a Fake Defector.
  • Ironic Nickname: In one of the exploration missions on Nar Shaddaa on the republic side, you are tasked with killing leaders of a spice ring and one of the leaders is called Beauty Queen, however this lady is just as ugly as Palpatine.
  • 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. Grand Moff Kilran lampshades this as he debriefs you from the Black Talon flashpoint, especially if you're a Sith inquisitor who chose the It Amused Me option. He notes that it's a great day when Sith hobbies and Imperial strategic interests are on the same page.
  • It Belongs in a Museum: The reason Vette wants to get the Star of Kala'unn out of Cada Bliss' hands (as well as wanting 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.
  • It's All About Me: MANY Sith Lords (it's practically their code) and other Imperial characters, particularly those higher up the food chain, revel in this mindset. Granted, the Republic has its share of these kinds of people as well (Havoc Squad traitors, anyone?), but they pale in comparison. Every player character, to some extent, can be played with this attitude as well. Often, this mindset tends to have serious consequences. A great example occurs during the Sith Inquisitor's Alderaan storyline. If the player decides to be selfish and refuses to help Elana Thul, she and much of House Thul's leadership will be killed by House Organa's Jedi. An Imperial Colonel will confront you, angrily reporting how you have basically guaranteed that the Empire will lose Alderaan. As far as NPCs go, during the Trooper storyline on Nar Shadaa, you can peacefully persuade the Imperials working with the Havoc traitors to turn on them by pointing out that the Havoc traitors only care about themselves and left the Imperials to be killed by the Trooper.
  • 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.

    J 
  • 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 NPCs/questgivers on both sides but Harkun (the overseer for Sith Inquisitor) takes this up to eleven. The Player character can be like this if you choose to.
  • Jerkass Has a Point: On Imperial Balmorra, if the player decides to instead place rigged grenades on the field (specifically targeting rebels, rather than civilians), the questgiver will yell at you because you not only disobeyed orders, but you hurt The Empire because they have to toss out all their salvaged grenades since they might have picked up the rigged grenades.
  • 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.

    K 
  • 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. Originally, you can send your companions on "Diplomatic Missions" to change your alignment. But this had changed during the Knights Of The Eternal Throne expansion.
  • 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, in which after attempting to sabotage you from behind the scenes throughout the Great Hunt, you deny his request for an honorable duel and let him crash and burn with the ship you're about to blow up.
  • 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, an exploration sidequest has Officer Sakoal tasking you to trace 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. And then, you can kill the other one after you've killed their lover right in front of them.
    • 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.
      • In one of the most extreme cases, an early quest call upon the BH to collect the head (literally) of an accountant. The man offers to sabotage his current employer as well as pay you off in exchange for his life. If you go for the full dark side approach, you can: let him do this, then kill him anyway, then present the severed head to the man's wife.
    • Jedi Knights and Bounty Hunters could potentially act horrible towards T7 or Blizz.
    • The Imperial Agent arrives on a Space Station that had surrendered to the Empire only to find most of the population dead. One option is to kill the survivors by sabotaging life support in order to cover up the massacre.
    • If the Outlander chooses to kill Senya in Chapter I of Eternal Throne. He/She can convince Arcann that he was the one responsible for his mother's death.
    • In Chapter IV of Fallen Empire, the Outlander can order HK-55 to kill a group of innocent exiles in secret so they won't give away the Outlander's location.
  • Kill and Replace: The goal of the terrorist cell on Tatooine in the Imperial Agent story is to do this to the Agent.
    • The Agent later meets Bas-Ton, an Imperial spy who did this to a Voss tea-maker, including plastic surgery to turn himself into a Voss.
  • Killer Rabbit: An Imperial questline on Tatooine has players go up against a Force-wielding Jawa.
  • Kill Sat: The Imperial Agent Heroic Moment skill Orbital Bombardment summons a sattelite that deals an area of effect damage.
    • 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.
    • The Sky Lancers on Makeb.
  • Klingon Promotion: Deconstructed with the Sith. While it does happen occasionally (Lord Zash and the player from the Inquisitor storyline are good examples), one needs to be clever about it to preserve plausible deniability.
  • 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.
  • Know When to Fold 'Em: When Major Anri encounters a Republic-aligned player during Onslaught, she will immediately surrender.
    Major Anri: Guess we're done then. If you can kill the Sith Emperor, then I don't really like my odds.

    L 
  • Lampshade Hanging: The 20 Bear Asses trope is lampshaded heavily in a quest on Dromund Kaas - 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.
  • Laser-Guided Karma: On the Republic Quesh storyline, A republic officer betrays his superiors to the empire for a promotion. The officer is then injected with Quesh venom by a Sith Master during the confrontation with the player. The player can also choose to let the officer die as well.
  • 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. The Voss acknowledge that this can happen and have safeguards in place to help prevent false interpretations.
  • 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 Lava Land: Most of Oricon's surface is covered by a vast ocean of molten rock. The small island that is actually somewhat habitable is only kept stable by a combination of advanced technology and Sith sorcery.
  • 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.
    • Unyielding Helm is a purple bell worn by a Hutt. When worn, it slips down over the eyes of the character.
  • 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 Light Side 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, fanaticism or moral sociopathy, while the Jedi themselves come across as totalitarian occasionally. It's still unambiguously better than the Dark Side.
    • The Eternal Empire from the Knights of the Fallen Empire expansion is a grand-looking faction, its troops clad in golden armor and with gold and white an important part of its Color Motif, not to mention that the lightsabers of its twin heirs are gold. This same empire conquered the galaxy in the span of a few years, crushing both the Sith Empire and the Republic with apparent ease. Not to mention it's ruled by the Sith Emperor.
  • 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: Vanguards get an ability that makes any gun they are using into this. It allows them to give Sorcerers 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 3% of your total health every few seconds and unlocks a powerful damage ability for every class story you have completed. Also comes with its own Theme Music Power-Up.
    • Jedi Sentinels and Sith Marauder have abilities that can only be activated after you get 30 stacks of Centering or Fury, while Commandos and Mercenaries have abilities that can be activated when they reach 10 stacks of Ion Gas.
  • Longer-Than-Life Sentence: On Belsavis, it's mentioned that the inmates' sentences are so long they're inherited by whatever descendants they have while in custody.
  • Lost Him in a Card Game: A Background Conversation on Nar Shaddaa between an NPC couple reveals that the man put the woman he's with up for collateral when he was losing badly in a game of Sabacc. The woman is most definitely not amused. This is possibly a reference to Knights of the Old Republic II: The Sith Lords, which had a quest that involved helping a man who lost his girlfriend in a game of Pazaak.
  • Lost Technology:
    • Rakata technology is generally much more advanced than anything the Republic and Empire have despite the Rakata's Infinite Empire collapsing some 20,000 years before this game.
    • Zakuul's Eternal Fleet is the most powerful fleet in the galaxy. The Eternal Fleet predates Zakuul by several centuries, having been built by an unknown race. The ship that defeated the Eternal Fleet centuries ago, the Gravestone, is also several times more powerful than most modern ships.
  • 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.
    • Lampshaded in the Imperial Agents story arch on Corellia when one Imperial officer asks another how an idiot like Lord Razr ever made it through Korriban Academy.
  • Loyalty Mission:This happens to only one of each storyline companions (generally the first companion you get) has actual quests that requires you to go to other places while other characters' storylines simply have you talking to them once their approval is high enough. However, the end of their storylines generally involve them dedicating themselves to you, or at acknowledging that they respect you, generally with the promises of training your successors/heirs.

    M 
  • 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.
    • The Zakuulan people worship six gods: Tyth, Aveila, Esne, Nahut, Scyva, and Izax. In the Iokath storyline, each god turns out to be a Humongous Mecha. They are all Weapons of Mass Destruction that wiped out several worlds and killed billions of people.
  • 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.
    • A Bounty Hunter's primary means of dealing damage (and healing) are rockets. Lots and lots of rockets.
  • Made a Slave: The Sith Inquisitor's 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.
    • Sentinel/Marauders and Defenders/Juggernauts use Focus and Rage. 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.
    • Sentinel/Marauders and Sages/Sorcerers 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.
    • Scoundrels, Operatives, Gunslingers and Snipers 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.
    • Mercenaries and Powertech's 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.
    • Commando's and Vanguards 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 Commando and Vanguard powers have costs in multiples of 8.3 (rounding down).
  • Master Poisoner: Operative in general, and the Lethality/Virulence tree in particular, letting them combine Poisoned Weapons with Critical Hits for massive damagenote .
  • Master of None: Prior to the "Fallen Empire", the Ranged Tank companion was this. On paper, they were to deal with control and Area of Effect damage. In practice, they did less damage than a DPS companion but lacked the damage mitigation and health that tanks used to keep alive, so they wound up becoming somewhat useless. Most players only used their ranged tank characters if they had to, although Smugglers&Imperial Agents could burst down enemies fast enough to make them useful.
  • Maybe Magic, Maybe Mundane: Could the Jedi Consular really be the Herald of the Scorekeeper like Qyzen Fess believes? It certainly would explain their powerful force abilities. Then again, they could just be a simple prodigy.
  • Meaningful Background Event: As an Imperial Agent, while talking about Karrel's death to his rival, you can see Kaliyo in the background eavesdropping.
  • Meaningful Name: This being Star Wars, naming conventions are, for the most part, hardly subtle. 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.
  • Meaningless Meaningful Words: This comes up in the Jedi Consulars and Sith Inquisitor storylines. Being rather more philosophically inclined than most force users, both can note that the Jedi and Sith codes are so broad that there's no technical reason not to be a dark side Jedi or light side Sith while remaining fully code compliant. A light-side inquisitor and their Padawan companion can even find themselves favoring the Sith version as a greater force for good, simply because so many Jedi Masters become so dedicated to "peace" and dispassion that they hide in seclusion and let the galaxy burn.
  • Mellow Mantas: Alderaan is inhabited by "thrantas", docile manta ray-like creatures that fly in the air rather than swim. They're commonly used as beasts of burden by the Alderaanians, including providing the in-game taxi service from any location other than the two factional spaceports (normally either a landspeeder, speeder bike, or skyhopper on other planets).
  • Metropolis Level: The game has several regions set on City Planets, where all gameplay is set against urban backdrops. These include Coruscant and Dromund Kaas (capital cities of the Republic and the Empire, respectively, and the second worlds players of the corresponding factions visit), Nar Shaddaa (the central moon of the Hutt Space), and Corellia (the final planet of the main campaign). Players also revisit Taris from KotOR, but seeing how it has been bombed into oblivion by the Sith in that game, it is a mix of toxic swamps and Urban Ruins in this one.
  • 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-Boss: Elite Mobs, are the strongest units, only surpassed by the Champions Mobs. Under normal circumstances the player only has to face 1 at a time, but in heroic quests is normal to have to fight several at the same time.
  • 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.
  • Mirroring Factions: The Republic and the Empire. 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.
  • Mirror Match: The Directive 7 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 standard.
  • Momma's Boy: Beelzit Grathan was willing to go up against the Sith Warrior, someone leagues above him in terms of power, so that he could protect his mother.
    • 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 hands even if it helps people (it's possible the character in question is a smuggler who flaunts 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! Additionally, in the Imperial story arc, the player finds a nobleman's daughter who became a Joiner. She claims to be at peace with the Killiks and refuses to go back. The light side option is to let her stay with the Killiks and have her remain Brainwashed.
    • 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.
    • As a Bounty Hunter confronting Jedi Master Kellian Jaro, before your fight (and you have to fight) the light side option is to tell him that you always finish a contract. But if you're playing as a light side Hunter there's been several times where the person you were hired to kill turns out to be innocent/sympathetic and you make some other arrangement. Not so here. Though the Jedi do go too far in trying to get revenge on you, it's hard to fault them.
      • However, you have the option of sparing his Padawan, because there is no price on her head. The first thing the Jedi do is send her after you, which promptly gets her killed.
    • One of the first moral choices a Trooper or Smuggler gets is this oh so very much this. You're told that medical supplies went missing, and go find it, when it turns out a thief had stolen it and justified it with the soldiers protecting and dying for them not giving them medicine. While the first choice is classic Paragon/Renegade, being either to make a deal with the thief or to hold a nearby child she was helping hostage, the second is outright backwards, with letting a soldier die being the light side option, and helping a thief the dark side option.
      • Made more complicated by the fact that the Republic troopers on Ord Mantell are guilty of massive abuse of civilians, including extortion, torture, and even forcing the refugees to run through mine-fields for entertainment. After being there for a while it is hard not to see the thief's point of view.
    • Another early Trooper quest has you get direct orders to execute civilians who may have been made into sleeper agents by an insane doctor. The light side option is to let them go, the dark side option is to kill them. Having them medically examined (which is probably a good idea anyway since a madman did something surgical to them) is not an option. Disobeying the order also has no effect whatsoever; in a real military you'd expect either the Trooper's career to be over then and there or that of the General who gave the order if an investigation agreed they were illegal orders; either way, it should be a massive deal.
      • Justified, the general would never risk letting this go to court martial.
    • Republic players on Hoth are asked to evaluate the performance of a Republican officer. That officer was left in command of a position well above his rank. He seems unsure, panicky, and indecisive. The Dark Side option is to recommend that he be stripped of rank, which seems overly harsh, considering that he was suddenly left to make decisions far above his pay-grade. the Light Side option is to recommend him for promotion, putting him in a position where his inexperience and indecisiveness could do a lot of harm. There is no third option.
  • Monowheel Mayhem: The Koensayr family of mounts are monowheels with lights on the sides and running along the wheel.
  • 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.
  • Mook Chivalry: Every battle with the Eternal Fleet consists of a handful of ships actually engaging while a few hundred just hang out in the background.
  • Moral Myopia: There's nothing stopping you from playing as an unrepentant mass-murderer who can massacre innocent people without batting an eye, and then condemning your enemies for acting that way simply because they're your enemies. Similar instances of hypocrisy can be found among both Republic and Imperial characters.
  • Mordor:
    • Oricon, the base of operations of the Dread Masters.
    • Ziost after the Emperor devoured it.
    • Nathema from Eternal Throne.
  • More Dakka: 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.
    • The Commando and their assault cannon. Even with blaster rifles, the overwhelming majority of their activated abilities are variations of "use gun on enemy."
    • Gunslingers and Mercenaries (the former a touch more so then the latter) with their dual blaster pistols, spraying blasterfire at every problem in their vicinity until they cease to be problems.
  • More Experienced Chases the Innocent: The female Smuggler and Bounty Hunter PCs and their respective class story Love Interests, Corso Riggs and Torian Cadera. Both PCs have multiple opportunities for Optional Sexual Encounters and in general are more worldly than their male partners: Corso had a very old-fashioned, tradition-bound upbringing, while Torian is eighteen and so inexperienced with women that, when he gets her at gunpoint on Taris, she has the option to flirt with him to get him to point the gun away long enough for her to disarm him.
  • Morton's Fork:
    • In one of the optional missions at Lord Grathan's compound on Dromund Kaas, you meet one of the members of an Imperial squad who have had their brains transplanted into droids and are slowly losing their humanity. The light side option is deactivating them to end their suffering, the dark side option is sending them back to the Empire, where they'll still suffer, but will be more efficient than before. Either way, their commanding officer will be horrified.
    • Knights of the Fallen Empire makes heavy use of this. One of the first major uses is at the end of Chapter I: Valkorion will offer the player power. Should you decline, Arcann will team up with the player, give them their weapon and then fight Valkorion. The player will then take this chance to kill Valkorion while he's fighting Arcann, either by stabbing him or shooting him in the back, depending on your class. Should you accept, however, Arcann will grow envious and kill Valkorion while he's distracted, pinning the blame on the player.
    • In Chapter III, you battle a pair of Knights of Zakuul and one of them escapes while Lana apprehends the other. The dark side option is letting her Force choke the captured Knight to death, while the light side option is letting him go free, which results in him later being killed by Vaylin, and the next time you meet his partner the latter will lambaste you regardless.
    • In Chapter VIII, during the Outlander's second battle with Arcann on Asylum, Valkorion will offer his assistance for the third time in the story, but accepting it will ravage your body from the inside. Turning him down will end in the Outlander getting near-fatally impaled on Arcann's lightsaber.
  • The Most Wanted: The third act of the Bounty Hunter story line has them becoming the most wanted for the Republic for a number of crimes, some of which they aren't even responsible for.
  • Motile Vehicular Components: Several of the player ships have movable parts.
    • The Fury-class interceptor captained by the Sith Warrior and Sith Inquisitor has solar panel winglets at the wingtips which hinge outwards when the ship is in flight.
    • The D5-Mantis Patrol Craft captained by the Bounty Hunter has its main engines mounted on three arms that rotate between horizontal while landed and down to vertical while in flight.
    • The BT-7 Thunderclap captained by the Trooper has a horizontal airfoil configuration much like the B-Wing of the films, with two additional wings by the crew compartment that unfold and rotate to diagonally up and down in flight, giving the ship a profile of a letter Y lying on its side.
  • Moving the Goalposts: On Alderaan, the Jedi Consular is assigned to convince Astar Vox, a General for House Ulgo, to stop the siege on House Teral and maybe join them. He decides to test you on the battlefield, first by fighting his beasts. When that doesn't convince him, he sends out droids to fight you. When that doesn't convince him, he sends out his men to fight you. Astar claims to have done because he only takes jobs from people he thinks are worthy, and once you prove your worth to him, he accepts your request to join House Teral. He conveniently gets everyone in his band who is actually loyal to Ulgo and would have protested killed in the process.
  • Muggle Born of Mages: Sith Purebloods are expected to be Force users: those who lack the ability to use the Force are usually killed. In Voss, the Inquisitor meets what seems to be the only non-Force sensitive Pureblood working as a diplomat. She states that her parents pulled some strings to put her in a position where she won't be killed.
  • 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.
  • Mundane Utility: If the Jedi Consular chooses to teach Benx to meditate so that he can process multiple thoughts at once, he'll wonder if he can now get drunk and work at the same time.
  • 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 Light Side Imperial Agent in their story. The people they're fighting often have a point that The Empire is evil, but they only care about protecting its 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. If you reach level 50 on one race, you can unlock that race for yourself, regardless of class or allegiance. This can result in Sith Purebloods and Chiss, overwhelmingly Imperial races, becoming Light-sided defenders of the Republic, and pro-Republic races like Mirialans and Miraluka becoming some of the most dangerous Sith ever seen.
  • Mythology Gag:
    • 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. However, Revan in this game is male.
    • 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.
      Darth Baras: You Have Failed Me for the last time, Lanklyn.
    • 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.
    • A piece of lore unlocked on Hoth states that an emergency way to survive the cold for a few hours might be using the innards of a freshly slaughtered animal.
    • The final confrontation of the False Emperor flashpoint has several:
    • A few pieces of music from Knights of the Old Republic show up in Shadow of Revan. For instance, the final boss of the Legacy of the Rakata flashpoint is fought to the theme that played during the fight against Darth Malak.
    • Chapter XIV of Fallen Empire has a lot of allusions to the Clone Wars era, complete with the Star Wars: Republic Commando soundtrack.
    • As part of the Fallen Empire storyline, the Outlander signs up to fight in Zakuul's underground gladiator arena. The promoter decides to give the Outlander a handle of "The Mysterious Stranger" - the same handle the amnesiac Revan was saddled with when doing a similar sidequest in the Taris arena!
    • On the bridge of the Imperial Fleet ship Ziost Shadow, an armored Sith addresses a Mandalorian, a Trandoshan, a Gand, a turban-wearing human, and two droids – a recreation of Vader and the group of bounty hunters he hired to find the Millennium Falcon.
    • On Belsavis, A Republic player can meet a Nautolan who wonders about how someone can smile in the middle of battle. An ironic echo to Kit Fisto, a Nautolan Jedi who often did just that.
    • In Chapter VI of the Eternal Throne you infiltrate a party disguised as Zakuul Knights. Your companion complains loudly about field of sight problems.
    • The cutscene that takes place after destroying a Star Fortress - namely, a starship with a Sullustan in the cockpit fleeing an exploding space station - is heavily influenced by the destruction of the Death Star II in Return of the Jedi.
    • At the end of "Onslaught", Tau Idair reveals that both she and Arn were rescued. When the Outlander asks who rescued them, Kira Carsen and Lord Scourge will reveal themselves. If the Outlander is a Jedi Knight who romanced Kira, she will answer the question with "Someone who loves you".
    • While rescuing an NPC on Alderaan, a Smuggler can reference Han Solo by objecting to be called scruffy-looking, while a Jedi can reference Luke and Leia in response to her bluffing by remarking that they must have a twin they don't know about.
    • The customization options for a Togruta character include Ahsoka's montral and skin patterns from Star Wars: The Clone Wars and Star Wars Rebels, as well as an Akul-tooth headdress based on her own headdress from her The Clone Wars depiction. Same goes for Shaak Ti.

    N 
  • The Needs of the Many: This is Lord Scourge's rationale during the climax of the Jedi Knight story. The Sith Emperor is planning to kill everyone in the galaxy, and you're the only one strong enough to take him on. On your way to him, your party splits up so as to not draw attention, with Scourge making it clear to you that if anyone gets into trouble, you should abandon them and focus on your mission, less the galaxy suffer as a result.
    Lord Scourge: Every one of us is expendable. If the galaxy is to survive, the Emperor must fall.
    • This is one of Heskal's reasons, the other being You Can't Fight Fate, for leading Arcann to Asylsum, who in turn, had his forces slaughter everyone in sight.
      Heskal: Thousands weighed against trillions... They perish so the galaxy survives.
  • 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 guy 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. What he was actually told was that the objective was to recover resources that were under the rock, and being humble enough to get help to accomplish a task he couldn't do himself is another perfectly valid Secret Test of Character.
  • N.G.O. Superpower: The Order of Revan becomes this by Shadow of Revan - a bunch of saboteurs being so efficient at what they do that they become the greatest threat either actual superpower has ever faced.
  • 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.
    • At the end of Chapter VIII of Knights of the Eternal Throne, you kill Vaylin on Oddessen, leaving the Eternal Throne without a master. This causes the Eternal Fleet to revert to its default programming: the destruction of all life in the galaxy.
    • The entire Taral V/Maelstrom Flashpoint. The Republic player spends time and effort to break one Jedi Master out of prison, sacrificing a lot of Republican ships and soldiers in the process. The Imperial player has to clean up the mess when the Jedi Master becomes genocidal. That in turn directly causes the events of Shadow of Revan, which causes the Emperor's return, which leads into Knights of the Fallen Empire, and so on.
    • On Hoth, Republic Players are tasked with finding a super weapon called the Null Cannon, which is currently in the possession of pirates. When you meet the Captain who has the cannon, he knows he and his crew are out of their league and offers to give you the weapon if you just let him and his men leave. And just as you're about talk things out peacefully, Chief Engineer Arim arrives with "reinforcements", leading the captain to think that you were just stalling for time and attacks. You have the choice of calling out Arim for being so hasty.
  • 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 lightsaber). The exceptions: tech classes can pick a skillset that does not have an equipable pistol but during cutscenes they always use a pistol.
  • 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 (or in the case of the Bounty Hunter, a Hitman with a Heart who avoids unnecessary killing).
  • No Blood for Phlebotinum: The Republic and Empire fight over the Power Crystals needed to construct their Laser Blades, on Illum. And by fight, we mean with armies.
    • Which begs the question: where were the Sith getting their Sabre crystals during the thirteen centuries they were cut off from Illum? Was every single one synthetic?
      • Ilum isn't the only source of lightsaber crystals in the galaxy. That said, synthetic crystals are more likely to be red in color.
  • No Ending: In the vanilla game a number of side quests don't really seem to have a conclusion. This is particularly jarring when, most of the time, the writers went out of their way to use the in-game email as a way to have NPCs interact with the player and give a status update following their brief storylines.
  • 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. Not enough to merit a mention in the other class stories, but still.
  • 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...
    • Averted in the Jedi Knight storyline. Master Tol Braga intends to blow up a ship over Corellia with the deliberate intent of causing mass casualties from both debris and radiation.
  • Non-Standard Game Over: Surprisingly in an MMO. An early Sith class quest has the character meeting with a member of the Dark Council, a powerful Sith Lord. A recurring conversation option is to be flippant or outright disrespectful, which the Dark Lord will increasingly discourage. If the player continues, the Sith Lord will kill the player during the conversation, requiring them to respawn nearby and repair their gear, before restarting the quest.
  • Noob Cave: 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, all have weak opponents, easy sidequests and are relatively small. Dromund Kaas and Coruscant tend to get this treatment as well, since classes only gain access to their ship after leaving their capital world.
  • No One Could Survive That!: At the end of the Jedi Consular's Voss storyline, Sophia Faresh is sentenced to "walk the Heavens' Stairway" for her crimes, a fancy way of saying she will be executed via being thrown from the mountain Voss-Ka resides on. Much, much later, if your Consular is Light Sided, she is revealed to have survived this and has since joined the Order of Zildrog.
  • 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 Dark siders and Darth Imperius for Light siders.
    • Another aversion in Shadow of Revan where some lightsabers dropped by NPCs on Rishi and Yavin 4 can only be equipped if your alignment is neutral, but since most players will be at Light or Dark III-V by the time they go to Rishi, this just makes them useless.
  • 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.
  • "Not So Different" Remark:
    • If the Agent dismisses The Eagle as just a terrorist, he points out that how terrorists and undercover agents work are not so different. If he points out how he gave up his name to become the Eagle, the Agent can point out that they too gave up their name to become Cipher Nine.
    • Thanaton alludes to this. He responds to the Inquisitor questioning if their status as a former slave is a problem by saying that they would not have passed the trials on Korriban if they were unworthy and that other former slaves have risen to do great things as Sith. He himself was born a slave like the Inquisitor.
    • Discussed in this rather poignant interaction:
      Watcher One: Twenty years, I've avoided becoming a casualty of Sith madness. But an order is an order.
      Hero of Tython: Obligations are what shape our lives.
      Watcher One: We're not so different. For some reason, that's a comfort.
  • Not-So-Omniscient Council of Bickering:
    • The upper echelons of Sith Lords, including the titular Dark Council. These being Sith and prone to Chronic Backstabbing Disorder, the feuds and power plays not only degrade meetings, they hamstring the Empire as a whole and cause more dead senior Dark Siders than the Jedi managed during the war.
    • The Sith proclivity for whimsical murder of any non-Sith that displeases them also extends to senior Imperial officers and governing officials involved in planetary war efforts, not to mention Imperial Intelligence. The latter are Properly Paranoid about all the destructive fratricide going around.
  • Not the Fall That Kills You…: Averted. Knocking an opponent into a chasm is an automatic kill, even though Force adepts should be able to slow their fall and bounty hunters carry rocket packs that should allow them to fly out of it.
  • Not Too Dead to Save the Day: Inverted in Knights of the Eternal Throne: during the final battle, Valkorion summons Vaylin's spirit, along with Arcann's spirit if Arcann is dead, to fight the Outlander. Played straight after the Outlander breaks Valkorion's control over the spirit(s), who then proceed(s) to aid the Outlander against Valkorion.
  • Not Using the "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: Four tie-in novels exist for the game: Fatal Alliance about the state of the galaxy during Cold War, Deceived about the Sacking of Coruscant, Revan about the eponymous character and Annihilation about Theron Shan.
  • Not Worth Killing: Can often be invoked by Imperial characters (Particularly Sith) as a reason to spare their opponent.
  • Nude-Colored Clothes: Due to some of available skin colors on alien species, this can be achieved on accident. Or on purpose, with the use of the color dyes. There's also the "Covert Energy Armor" available that allows bare-chested and -handed men, and women in sports bras.

    O 
  • Obfuscating Postmortem Wounds: During the Bounty Hunter's quest line, one of your companions is Gault Rennow, who also happens to be your target. As such, recruiting him involves handing over a clone corpse of his... with you adding a few (or a lot) bullet holes to make it look authentic.
  • Obfuscating Stupidity: During the Great Hunt when you and another Bounty Hunter are going after the same target, the other Hunter (Murghir, on Balmorra) uses this to get close to the target.
  • Offended by an Inferior's Success:
    • Zig-Zagged in the conflict between the Sith Inquisitor PC and Darth Thanaton. The Inquisitor is a slave who was freed and sent to the Sith Academy when they were discovered to be Force-sensitive, and Thanaton, an elder Sith who works directly for a Dark Council member (and eventually kills him for his job) takes an instant dislike to them over their apparent disregard for Sith traditions and history and the fact they've risen to the rank of Lord of the Sith in only a month or two at most. However, the Inquisitor's background is possibly more storied than is widely known—they're claimed as a descendant by the ghost of the ancient Sith Lord Aloysius Kallig, though its up to the player whether they actually believe him—and the tie-in comics reveal that Thanaton is himself an ex-slave, suggesting he's just jealous that they're not having to work as hard to advance.
    • The Sith Warrior PC is a scion of a prominent family who is greatly favored by their instructors during the Sith Academy story. This immediately attracts the enmity of Vemrin, a common-born Sith acolyte who resents having an aristocratic newcomer jump the line.
  • Offscreen Moment of Awesome: Happens regularly in the personal questlines of all companions after a storyline's first (who you actually do get to accompany on their missions). The companion knows someone who needs help, or has business to attend to, or is on a vendetta and asks permission to leave the ship to see to it. They come back after a fade to black and give the PC an After-Action Report of what they did, which often includes big fights or showdowns with a companion's nemesis (who the player character never meets). Likely done to save space in the explorable zones so they don't get cluttered with instances for every single companion in the game.
    • Trooper Companion M1-4X gets a lot of these as you gain affection with him, where he identifies and neutralizes significant targets in the Sith Empire.
    • At the very end of the Onslaught content it turns out that Jedi Knight companions Scourge and Kira had their own epic quest off-screen during the Zakuul war, culminating in destroying the Emperor's original body at the same instant as the PC's final confrontation with his spirit.
  • 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.
  • Ominous Latin Chanting: Some parts of the game's soundtrack has these, and they sound epic!. Some examples include the Revan fight music or the for the main theme for ''Knights of the Fallen Empire''.
  • 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.
  • Once Done, Never Forgotten: Theron absolutely refuses to let Lana forget about the time she allowed him to get captured by Revanites.
  • Once More, with Clarity: At the end of Knights of the Eternal Throne we see a number of key events going back to the beginning of Knights of the Fallen Empire with added details about how the seemingly random events were all moves in Valkorian's grand plot.
  • 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).
    • So far, each Galactic Season's companion has been linked to at least one of the others in some way. Altuur, the season 1 companion, turns out to be the brother of the man who betrayed and disfigured Fen Zell, the season 2 companion. Meanwhile, Phalanx, the season 3 companion, once worked for the organization Fen belongs to.
  • 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 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 Blood Knights 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.
    • This trope is definitely in effect for Imperial Intelligence, as immediately after being disbanded in the Imperial agent storyline things take a serious turn for the worse. The Empire gets extremely lucky as it turns out the only reason the Empire even knows about Isotope 5 being found on Makeb is from old files from Keeper before Intelligence was disbanded. To wit, immediately following the end of the Imperial Agent storyline the Empire suffers a series of humiliating defeats because Imperial Intelligence was not there to keep the Sith in check and clean up their messes. Thus the lack of this trope for the Empire following Imperial Intelligence being disbanded is the only reason the Empire even needs to go to Makeb at all. It's so bad that Darth Arkous tells the player character that he wishes they were still around. Coming from a traitor working for Revan this is saying a lot as the biggest threat to his existence would be Imperial Intelligence finding out he is working for an allegedly dead Jedi master to destroy the Empire from within.
  • Opening Scroll: Twenty-four of them, one for each of the eight classes, each of whom have a trilogy. There's a mini-one each time you log in, reminding you of where this character is in which storyline, so you can still somewhat follow the plot if you've been away from a specific character for a prolonged period of time.
  • O.O.C. Is Serious Business:
    • A meta-example: The Heroic Moment legacy power allows a player to use powers that their character normally does not have. Because it has a long cooldown period, these are usually reserved for taking on the most powerful enemies. A Jedi could pop off with the Sith Warrior's or Inquisitor's Force Choke or Force Lightning, or the powerful and proud Sith could resort to the Smuggler's swift kick to the crotch in a sufficiently desperate battle.
    • Even Valkorion is afraid of what lies on Nathema. It's a stark contrast to the usual talking-down sort of tone he uses on you.
  • Our Zombies Are Different: Rakghouls. They spread their infection via bites and have a mindless need to pursue and devour sentients, but aesthetically they're less "zombies" and more "mutated monsters." Certain "Infected" and "Plaguecarrier" mobs, found mostly during the occasional Rakghoul event, hew closer to the classic zombie.
  • Outlaw Town: Raider's Cove, the primary settlement on the planet Rishi, is basically a Space Pirate haven. The native Rishii are more or less okay with the situation provided the pirates stay out of their way (not difficult; since the Rishii are bird-people, humans don't often want the parts of the planet they occupy anyway) and true authority rests with the Nova Blade pirates. In addition to its assorted criminals, the planet is playing host to a Cult with galaxy-wide ambitions, who are using the Nova Blades as their proxies.
  • Outside-Context Problem: The Sith Empire is this for the Republic in the game's backstory. While having multiple galaxy-scale wars with Dark-Side Force-users calling themselves Sith over the past centuries, Republic was still unprepared to face an entire Sith Empire hidden from them for over 1,300 years and controlling vast area of the Wild Space.
    • The Eternal Empire of Zakuul is this even more so. Republic-Empire conflict has been going on for decades at this point, alternating between open hostilities, uneasy truce, a Space Cold War, renewed conflict and another truce set up by a Reasonable Authority Figure on both sides. With no set-up or foreshadowing, either in this game or larger Expanded Universe, an entire new Empire emerges from Unknown Regions, secretly built by the Sith Emperor over past centuries. Their technology is superior to anything Republic and Empire have to offer, so they Curb-Stomp both sides, subjugating an entire galaxy within a year and leaving both Empire and the Republic with no further means or resources for open hostilities.
  • Overheating: Bounty Hunters must manage the Heat generated by their armor and weapons. This is different from every other class resource, since you want to keep it low rather than high. If its gets too high then their gear will overheat preventing ability use.
  • Overly Narrow Superlative: Shai Tenna is the greatest Hothian Weequay pirate the Smuggler has ever heard of.

    P 
  • Painful Persona: A twist at the end of the Imperial Agent storyline. Throughout, the agent has been hounded by a mysterious man known only as Hunter, who is introduced as being part of the Republic's SIS, though it quickly becomes apparent he works for another power, the mysterious Star Cabal. When the agent finally faces Hunter down, he deactivates a holographic disguise to reveal a woman, who had been forced to wear a different face and bear a false identity for most of her life to do the Cabal's bidding. Just before the end of their encounter, she reveals her true feelings about either having fallen in love with a male agent or jealousy toward another female agent, who retains her own identity, despite the many disguises she's taken in the past
  • Painting the Medium: One of the Smuggler's lines during space-combat is to note that the ship feels like it's on autopilot.
  • Parasitic Immortality: In the Sith Inquisitor storyline, Darth Zash plans to do this. The entirety of Act I involves the protagonist acquiring relics for her so she can possess you. Fortunately, your long-lost ancestor warns you before it happens.
  • 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. Turns out it was specifically modified by the Rakata to look that way, and the parts that weren't modified are all dull rock.
  • The Pawns Go First: The first phase in the fight with Dread Master Styrak in the 'Scum and Villainy' operation involves fighting his minions until he joins the fight.
  • Penal Colony: Belsavis is an entire planet used by the Republic to dump their most dangerous criminals.
  • Permanently Missable Content: 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 .
    • With the removal of Master Mode on Karagga's Palace and Eternity Vault in update 4.0, the Stronghold decorations for defeating each boss on that difficulty are now unobtainable.
    • The HK-55 subscriber rewards in 2015. These included an alert to reobtain HK-55 as a companion after he's destroyed in Fallen Empire Chapter VIII, and an entire bonus chapter that required you to stay subscribed for 8 months straight, and completing it gave you another companion.
      • This reward returned in 2019.
  • Perpetual Storm: The planet of Dromund 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.
  • Pinned to the Ground: Bounty Hunter players have the option to pin down two people throughout their story:
    • On Taris, Torian tries to sneak up on the player. They can choose to throw him to the ground and pin them down with their feet on his chest.
    • On Quesh, the player can choose to throw a Jedinote  wanting to arrest them to the ground and pin them down with their foot before killing them.
  • Pirate Girl: Cortanni from The Ravagers operation is a female pirate captain.
  • Pirates Who Don't Do Anything: Several examples:
    • Smugglers do very little actual smuggling in their storyline. They commit their crimes planetside and use their ship to get from one heist to the next. They might smuggle things on-planet from one place to another, but this is functionally no different from any other class taking quest-necessary items to the place they need to go.
    • While the Sniper skillset is proficient with a rifle, they never actually do anything that can be considered sniping. All ranged attacks max out at 35 meters, which is long for a pistol, but ridiculously close for a sniper rifle.
  • Pistol-Whipping: What Scounders do, before they shoot someone execution style. Vanguards also have the Stock Strike ability. Mercenaries hit someone with their gun hand as a form of interrupt as well.
  • Planetary Core Manipulation: In the first expansion Rise of the Hutt Cartel, the plot involves the titular criminal group harvests the planet Makeb's core, knowingly endangering its population. The Republic storyline ends with the planet's evacuation and "mysterious survival", while the Imperial storyline reveals Makeb was kept stable thanks to the Empire's efforts.
  • 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.
  • Point of No Return: Knights of the Fallen Empire expansion is this, and the game warns warns you that all side content will be cut off, and all your companions will be removed, with no way to access their affection quests again. The game is so insistent on you understanding that this is a point of no return that it makes you confirm TWICE before starting the first chapter.
  • 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.
    • The Imperial agent uses this on Nar-Shadaa, poisoning someone and offering a cure in exchange for information.
  • Poisoned Weapons: Involved in many of the Sniper's attacks. Its Virulence Discipline 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.
    • On Quesh, an Imperial officer opposes the involvement of the player in local affairs for a variety of politically incorrect reasons, depending on the nature player character. If the player character is female, he is a misogynist; if the character is an alien, he is racist, etc.
    • The Sith are also slavers. In the Sith Warrior playthrough, an early optional mission on Korriban involves wiping out fugitive slaves.
  • Polluted Wasteland: Both Hutta and Quesh are this. Hutta was originally a tropical world until the Hutts took over and polluted the world with factories and waste. Quesh had an earthquake that released toxic gas into the atmosphere. Players are required to be injected with a vaccine before going on the planet.
  • Power Creep: The game in general has become easier over time thanks to the overhauls from Game Updates 4.0 and 5.0 — being able to assign any role to a companion means that notoriously healer-starved classes like the Jedi Knight and the Imperial Agent can breeze through missions designed with the expectations that the character would face certain limits. In addition, due to the addition of healing terminals in 3.0, the need for specialized class roles like tanks and healers has become less necessary. In the old days, a pick-up group that didn't consist of a healer, a tank, and two DPSs would probably get wiped out halfway through a flashpoint. Missions added in 4.0 and 5.0 are specifically designed with the expectation that the player will have a healer with them at all times (the second fight with Vaylin for example is pretty much impossible without one).
  • Power Trio: The bulk of content from Forged Alliances and beyond focuses on a trio composed of the player, Lana Beniko, and Theron Shan.
  • Pragmatic Villainy: Often taking the Light side path will lead to better results, or the Dark side path is pointless and counterproductive to your goals. Players who wish to be fully Dark side will have to grasp the Villain Ball tightly. Most prominent is the Taris planetary storylines, where the Light-sided options generally involve disabling Republic equipment, taking officers prisoner so they can be interrogated and traded for POWs and even convincing a group of force-sensitive Rakghouls to turn to the dark side and murder their Jedi trainer, which your superiors generally approve of, especially compared to the Stupid Evil and incompetent Thana Vesh.
  • Press X to Die: The "/stuck" command ordinarily shifts the player a short distance in order to escape being stuck on the terrain. However, if used while in combat, it results in instant death. This can be useful in boss fights where a Total Party Kill has become unavoidable, as it allows the remaining team members to quickly wipe and restart the fight. (Like most other forms of insta-kill, it also does no damage to your gear.)
  • Prestige Class: Every class chooses between two Advanced Specializations during character creation (formerly 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. Revan in particular ends up a Rogue Protagonist and even becomes the villain of his own expansion.
  • Pride: Revan's Dark Side's Fatal Flaw. He believes that he, and only he, is powerful enough to defeat the Emperor, and plans to revive him from his near-death state to kill him once and for all, and should he succeed or fail, his plan would have put the entire galaxy at risk. While you're able to defeat him and allow him to die in peace after reuniting both his light side and dark side, the actions taken to do so ultimately woke up the Emperor (except not really, he wasn't dead, just busy somewhere else).
  • Professor Guinea Pig: In the Lost Island Flashpoint, Dr. Lorrick wanted to weaponize the Rakghoul Plague to take over the galaxy. Before he meets the players, he injects himself with the Rakghoul Plague. During the fight with him, he gradually turns into a Rakghoul.
  • Proud Warrior Race Guy: 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. And of course, there's the Mandalorians, who are unsurprisingly aligned with the Sith Empire (though this is due to the machinations of Imperial Intelligence). note 
  • Proxy War: At the start of the game, the Treaty of Coruscant is still in effect, preventing the Republic and Empire from going after each other directly, but it doesn't stop them from fighting proxy wars in neutral territories.
  • 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.
  • 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".
  • 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.
    • The Mandalorians don't even bother to pretend that they're loyal to the Empire. They want to fight the Republic and Jedi for it's own sake and the Imperials are good for a paycheck.
  • 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. Although, in one departure from Nazi Germany, the Imperial officer running it is a maverick widely disliked by the wider Empire.
  • Puzzle Boss: Each of the Operations has one:
    • The Pylons in the Eternity Vault Operation.
    • The Fabricator in the Karagga'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 IX 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.
    • The Dread Fortress has clearing the gatehouse before Gate Commander Draxus.
    • All bosses in Dread Palace are puzzle bosses to some extent, but Dread Master Calphayus takes the cake. Time Travel is involved.
  • Pyrrhic Victory:
    • Imperial Taris. Congratulations! You have completely destroyed the Republic's efforts to reclaim and rehabilitate the planet and run them off the world. As a result, the Republic can stop throwing money away on the futile, expensive project (freeing up the funds for the war effort), and Governor Saresh becomes Supreme Chancellor Saresh, newly elected and looking for any way she can to make the Empire pay. Good Job, Imperials!
    • Played with on Corellia for the Republic, following the Empire's crippling of the Black Hole hypermatter refinery. The Senate will have to pour a lot of resources into bringing Corellia back to what it was, meaning they really cannot profit from their victory on Corellia for a long time. On the other hand, the Empire lost tremendously. A tenth of their military was destroyed, along with several members of the Dark Council, including their mastermind, Darth Decimus. The Corellian Council was ousted from power, the people were united in being stridently anti-Empire, and the integrity of the Republic's control over the Core Worlds is maintained. Not to mention the perfect storm of disasters that befall the Empire in both the Imperial and Republic class quests. By the time the Makeb arc starts, the Empire is in a tailspin and Darth Marr admits they're screwed if the Isotope-5 plot doesn't yield results.

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