The Quisling: On Corellia, it quickly turns out that the Corellian Council voted to defect to the Empire. Suffice it to say, the Republic is very upset when it learns about this. This was caused by the Bounty Hunter capturing them all and dragging them to a Sith Lord, who basically forces them to sign at lightsaber-point. Although there are still several genuine examples.
It's BioWare so you just know at least most of the companion crews are gonna be this. Jawa tank? Killik joined diplomat? Incredibly patriotic droid? Reaper-minded droid? Check check check and check. Some crews are collections of odd ducks while others are downright wacky. The Republic Trooper largely averts this, since all but one of their team is already a crack, loyal Republic soldier, and the last one joins you very late. Then you add the three bonus companions and the crew starts to look like a variety show cast.
Even more so in Knights of the Fallen Empire as the Outlander recruits many companions from both the Republic and Empire, and even defectors from the Eternal Empire. In Chapter II, Valkorian even lampshades this as he describes the Outlander's original companions in the least flattering ways possible. By the time you finish Chapter IX and start working on assembling the Alliance and recruiting for it, this gets a serious crank Up to Eleven, and that's both in the size of your crew and in increase of ragtagness. New companions range from a displaced Selonian gunslinger and an Ithorian Jedi to Nico freakin' Okaar from the "Return" trailer. Returning companions, aside from Teeseven and Scorpio, include Yuun, Talos Drellik, and Qyzen Fess, among others. And this is not a comprehensive list by a long shot!
Rail Shooter: The game's space battle feature is of the Third-Person Tunnel Shooter variety.
Rainbow Pimp Gear: The developers have tried hard to avert this. Besides strict adherence to each class' theme, there is a liberal usage of Set Bonuses. In Patch 1.2, the developers further averted this by adding the option to make visible armor pieces match the color scheme of the chest piece. A later patch added dye kits that allow you to set the colors for an armor piece yourself. An even later patch allows you to create outfits out of whatever clothing you like without having to equip them.
Ramming Always Works: In Knights of the Fallen Empire Chapter I, as Marr's flagship is on the verge of destruction you have the option of ramming it head-on into the Eternal Fleet.
The Real Remington Steele: Early on in the Imperial Agent's class quest, the player steals the identity of a pirate called the Red Blade. The real Red Blade eventually learns of this and is not amused. Funnily enough, he strongly implies that the identity really is a Legacy Character.
The Bounty Hunter kills a Jedi Master and destroys a Republic war ship to win the Great Hunt. Later on they're branded a terrorist, and public enemy number one of the Republic.
A core theme of the Imperial Agent's story is showing just how bad having the Sith in charge would actually be. They're a bunch of ax-crazy and destructive psychic zealots and everyone knows it. The ones that aren't giving into random and destructive impulses, are scheming against other behind the scenes, and in either case causing a lot of trouble and headaches for everyone else. Without Intelligence running damage control behind the scenes in addition to their normal duties the Empire wouldn't run nearly as smooth as it does.
Things go south as soon as Intelligence is disbanded. While things weren't going in the Empire's favor already, the lack of an organization to watch for threats both foreign and domestic, as well as be the Only Sane Employee, does not help them at all.
Revan, a Jedi famous for being a Yin-Yang Bomb mastering both the light and dark side of the Force. In the end, he was literally split upon death, half of him become one with the force while the other half remain anchored to life to take revenge on the Sith.
Red Eyes, Take Warning: Most species' eyes turn gold at Dark I and progress to red at Dark IV. Chiss naturally have eyes with red sclera and orange-red irises and pupils while Mirialans and Sith purebloods have this as a customization option.
Red Mage: The Sith Sorcerer and Jedi Sage are both mage and priest, even in their most "magey" specs.
Red Oni, Blue Oni: The color scheme for Sith and Republic, especially in starships and bases.
Red Shirt Army: Some of the space battles start off, with the player being part of a fighter formation and... yeah. What's funny about this, is that Republic Trooper players will see extremely expensive armed transports, crewed by Special Forces, slagged on a regular basis.
Any army or squadron sent ahead of you on a mission will end up as one of these, either already dead or minutes away from being slaughtered. There's a reason why they need player help so much.
Daniel Erickson: "So you can actually say, Oh yeah, sorry I two timed you with that other person. But look! Presents!"
La Résistance: The separatist movement on Ord Mantell is seeking to overthrow the corrupt planetary government backed by the Republic. And there is an armed resistance on Balmorra fighting a guerrilla campaign against the Imperial occupation with Republic support.
Reset Button: Knights of the Fallen Empire essentially throws the player character into a deep freeze, destroys all the existing storyline development up until level 60, and sets them out in an unfamiliar galaxy ala The Exile.
HK-47 for Imperial characters. He is fought in the Imperial-only Flashpoint The Foundry and in the faction-shared Flashpoint The False Emperor. He also shows up one more time to defend his creator in the Temple of Sacrifice Operation.
Kephess is fought in both Explosive Conflict and Terror from Beyond.
Ridiculously Cute Critter: The Ortolans, who are pudgy blue Ewok-sized humanoid elephants. Yes. They experience the harshness of both Hoth's climate, and the aggressive campaigns initiated by both the Republic and the Empire there.
Robot War: The Eternal Empire from Knights of the Fallen Empire conquers all of the other factions with a fleet and army almost entirely composed of droids. It comes back to bite them when a rogue droid hacks the entire network in Chapter 15 and seizes control of the Empire.
Rooting for the Empire: Although the game presents the possibility of good and evil characters in both factions, there is still a group of people on the official forums that believe the Sith to be better than the Jedi because they believe the Jedi to be too strict and hypocritical, even though the same could be said about the Sith. This has lead to debates about the Light Side and the Dark Side that are treated like serious philosophical arguments.
The novel "Fatal Alliance" revealed one truth about the Sith of this era. As some know, the Jedi policy of taking children from their families for training was controversial both in-universe and in fandom. Well, the Sith of this era do the same. Such Sith lose their claim of being the way of "free" Force-users and aren't better than the Jedi Order in restricting every born Force-sensitive. Except it's lethal.
There's also the fact that one can play a light-side Imperial or Sith, which many find more interesting than playing a good guy who belongs to the faction where you'd expect to find them. The appeal of Another Side, Another Story also comes into play, as most Star Wars media is centered on the Republic. Of the four permutations (Light/Dark, Imperial/Republic) there is definitely an Only Sane Man aspect to a Light Imperial.
There's also the fact that three of the Republic classes have excruciatingly dull first acts based on glorified fetch quests, with the same basic plot repeated on every planet with little variation. Those classes also suffer from Two-Part Trilogy much more blatantly, with nothing from Act 1 ever coming up again beyond short call backs.
Jace Malcom: For centuries, Alderaan stood as a beacon of hope in the Republic. But the Empire came, and with one savage strike, brought Alderaan to her knees. Now, time is running out as few are left to face the enemy. For those that remain, there is but one choice. We must fight—to victory, or death—for the Republic! […] While the sacrifices are heavy, we fight knowing that a single spark of courage can ignite the fires of hope, and restore peace across the galaxy.
The Outlander offers one in Chapter 9, the Outlander could offer an inspiring or oppressive speech to the new-found Alliance.
The Sith Inquisitor's conversation choice of "Shock him". The mentality might come from a quest on Korriban where you must try different methods to get a holocron from inside a... pyramid thing, and after trying other methods, the Inquisitor says, "Just open, damn it!" and shocks the pyramid which opens it to reveal the holocron. So there's a precedent for the effectiveness of shooting lightning.
The Sith Warrior's snarkier/bloodthirstier comments often involve a simile where the enemy is crushed like an object, where the object is something relevant to the conversation.
Random galactic denizens who insist on trying to bully, strong-arm or otherwise tangle with the player character. Usually when insisting they've fought your kind before and are not afraid. Especially notable with the two Sith who besides any other reputation and player alignment (or Khem Val/Dark Jaesa in the room) are certainly from the group of space wizards who kill for fun.
When the Jedi and Republic were unable to break the Mandalorian blockade of the Hydian Way, a group of smugglers, sensing the opportunity for profit, came together to start running supplies through it to the increasingly desperate Coruscant. This eventually led to the battle between the smugglers and the Mandalorians which enabled them, and the Republic, to finally break the blockade.
During the Battle of Corellia, the Empire forms a blockade around the planet, and General Garza has to contract some smugglers to move troops past it.
The ending of Act I for the Imperial Agent, where you have to choose between stopping a terrorist attack and letting the terrorist go free, or arresting the one behind the attack after letting the terrorist kill thousands. This choice is made more complicated with the fact that you are told that stopping the terrorist attack would involve a "suicide run." Fortunately there are two other options. One is becoming The Dragon to the terrorist while the other is convincing him to stand down.
In Act III of the Trooper storyline, you are forced to choose between saving Sergeant Ava Jaxo, a recurring character that helped you throughout the story and a minor love interest for a male trooper, from death by Explosive Decompression, or 300 Republic POWs on an Imperial space station.
In Chapter 8 of Knights of the Eternal Throne, you are forced to choose between saving either Vette or Torian first. The companion you try to save next will be killed by Vaylin right in front of you. Valkorion lampshades this when you're about to make the choice.
Samus Is a Girl: The Imperial Agent story ends on a rather epic version of this. It turns out that Hunter, who has been teasing the agent, even face-to-face, since Act II, is actually a woman who has been compelled to disguise herself as a man via holographic technology for most of her life and has either fallen in love with (if male) or is envious of the agent's freedom of identity (if female).
Sarcastic Clapping: One of the bosses of the Esseles flashpoint, Ironfist, does this when you first meet him. Use the emote named after him, and you can do this as well.
Save Scumming: By hitting Escape, a player can quit and restart any conversation they are in. This allows you to switch Light/Dark Side choices, test companion affection changes, or just preview dialogue. Nevermind the fact that you're Save Scumming in an online game. This is frequently necessary thanks to maddeningly obtuse dialog options that don't match the actual decision they represent.
Save the Villain: When you have an enemy concerned and defenseless, usually the Light-sided option is for you to either take them as a prisoner or let them go.
The Imperial space mission "Skaross Fortification" has the player defending a space station from bombers. After one run by the battle, the ship swings around to show that, right behind where the mission started, is a planet in the process of falling apart at the seams. All rendered in gorgeous detail.
The broken, poisoned ruins of Taris, covered in the wreckage of a starfleet and a massive city.
Oricon. The place is the Star Wars answer to Mordor, run by a council of insane (even by their marginal standards) ex-Sith. It is covered in rivers of lava, twisted vegetation, nastily deformed beasts, and creepy archetecture.
Ziost. It was a thriving Imperial city-world, but then The "former" Sith Emperor decided to possess a large chunk of the population and turn the whole planet into a blood-fueled frenzy. And once the Player Character succeeds in distracting him, he vapes the entire planet using a World-Wrecking Wave. The Player Character can go back down to the surface of the world and look at the devastation left behind. Nathema in Eternal Throne is similar to this.
A Bounty Hunter class quest has the player breaking into a palace on Alderaan. Early on, the player character discovers a Conspicuous Security Chest with a dead Imperial nearby. Examining the Imperial reveals he died of poison darts...
One of the types of Exploding Barrels you can detonate is filled with toxic gas. At first glance it looks like destroying it will poison nearby enemies, when in actuality it will poison you instead.
Screw the Rules, I Have Connections!: Gayem Lekshende, A CzerkaCorrupt Corporate Executive and the Arc Villain for Republic Tatooine players, doesn't hesitate to order the death of SIS personnel and the player, who 3/4 of the time is an agent of the Republic Military. He assures you that any "incidents" will be excused thanks to Czerka's many representatives in the Senate. Ironically subverted, as his unlawful actions were one of the many charges leveled against Czerka which allowed its assets to be lawfully seized by the Republic.
The Sith characters run on this, with the "connection" being "I belong to a dark wizard aristocracy that revels in anger."
Screw This, I'm Out of Here!: During the Imperial quests on Hoth, you have the chance to work with an Ortolan engineer over a heating plant. If you choose Light Side, he activates some turrets for when Republic reinforcements arrive. But if you go Dark Side and tell him that the Imperials don't need his help, when the Republic forces arrive, he informs you he's going off to lunch.
In Chapter X of Knights of the Fallen Empire: Koth Vortena would abandon the alliance if the outlander sides with Firebrand to bomb the city of Zakuul.
Inquisitor: I have more light than you'll ever have... and I love!
Sealed Evil in a Can: The Infernal One, main antagonist for the Eternity Vault raid-we don't know that much about him other than that he's a Rakata Sith and apparently a genius at droid-making (the opening boss of the raid nearly wiped the characters in the developer walkthrough). Oh yeah, and the Eternity Vault was made by the Infinite Empire, which begs the question-what kind of person would scare the builders of the Star Forge enough to put him in there? And what's more, how did he get control of it? And why didn't the Rakata use their traditional can for criminals?
Secret Legacy: Early on in their storyline, the Sith Inquisitor is revealed to be the direct descendant of the long-forgotten Sith Lord Kallig.
Seduction-Proof Marriage: During the Sith Inquisitor mission on Voss, you meet researcher Athelis Kallis, who, if male Inquisitors choose the flirt option, states that she's married. Happily Married.
Sequel Escalation: The cinematic trailers seem to indicate that BioWare are trying to top the films in terms of outlandish Jedi duels and never-before-seen situations:
An army of Sith warriors.
A Jedi using a two-bladed-lightsaber-and-normal-lightsaber combination.note Technically not the most impressive feat in the franchise, as double-bladed lightsabers have been dual-wielded before, but never in a life-like context.
A lightsaber strike deflected by a thrown lightsaber.
A combatant catching a lightsaber blow with their bare hand (and presumably some help from the Force).
Republic soldiers taking on Sith and actually winning.
The increasingly deteriorating appearance of Darth Malgus. The way he looks in the Coruscant trailer is a result of the battle in the Alderaan trailer (which is itself a vendetta by Satele Shan after what happened in the Korriban trailer).
Serious Business/Fan Dumb: This is an article that spends several pages going through a short post by the Lead Systems Designer word by word, sentence by sentence in order to gleam as much information as possible. Down to the degree of "...by using the word 'several', Georg is implying...'. Unfortunately for them, said designer himself has noted that he isn't implying anything. He was just being nice and spent a few minutes during lunch to answer some questions. When he says 'several', he really just meant several. No hidden messages or implications.
Sex Is Evil: The Jedi Code discourages Jedi from engaging in romance. In an early quest, the player gets dark side points if two Jedi in a covert romantic relationship are encouraged to pursue it rather than end it. Since it's one of the starting quests, the morality is made rather obvious when one of the two is willing to kill you, a fellow Padawan she's just met, to protect their secret.
Other than that, it's averted most of the time, with the Light side Sith Inquisitor in particular showing that love (and sex) and the Light side are not exclusive, although the concept shows up once during their storyline when you can sleep with a member of your cult who practically worships you for Dark side points due to abusing your status - sadly, there's no non-Dark side answer in the conversation except for insulting her or not taking it.
Shadow Archetype: The Republic SIS is usually full of the dog-shooting, ruthless Republic characters, who do the bad things in the "good" faction. Imperial Intelligence is loaded with relatively sane and reasonable Imperial characters, and tend to be the "good" part of the "evil" faction. Theron Shan and Lana Beniko typify this perfectly.
Playing a character on both factions causes this. Republic players on Taris and Sith players on Balmorra cement their faction's control on the planet. Sith players on Taris and Republic players on Balmorra undo those accomplishments and drive the other side off the planet.
The Republic questline on Makeb involves a mad scramble to build and fill a ship that can be used by the population to escape the exploding planet. The Imperials, on the other hand, prevent the planet's destruction outright, giving them access to the vital minerals on the planet.
Ultimately the entire war. The whole thing was a plot by the Sith Emperor to wear down both sides before hitting them with his real empire. When the player character comes back after a five-year timeskip at the beginning of Knights of the Fallen Empire Zakuul has conquered both factions.
Shock and Awe: The speciality of the Sith Inquisitor class is Force Lightning; there is little they don't solve by liberal application of electricity, as almost every skill they have is based around it. The Trooper also has a number of skills that utilize this.
Shoot the Shaggy Dog: The fate of the Promised Ones on Taris. They were a minor group of outcasts from Knights of the Old Republic whom the player could choose to help find "The Promised Land"; as it turns out, they did find their Promised Land, which was an automated colony that could see to their every need, but over the centuries, supplies started to run out, vaccines stopped working, education was de-emphasized, the droids tending to them started to shut down, sterility became rampant due to toxins in the environment, and the struggle to survive on a post-apocalyptic world took its toll in general. By the time the player finds out about their fate, they have been extinct for many years, having been picked off by Rakghouls.
Short-Range Long-Range Weapon: All pistols and rifles have a range of only 30 meters, as does a Sith Sorcerer's lightning or a Jedi Sage's telekinesis. A dedicated Sniper or Gunslinger gets this extended... to 35 meters. In real life, this is still about half of pistol range for a decent marksman.
Darth Malgus, the Sith Lord in all three trailers, has bitchin armor all around, but to no one's surprise his shoulders are big enough to land fighters on. Sith armor in general tend to have massive pauldrons, such as Darth Baras' giant shoulder triangles.
The Imperial Guard are sometimes given shoulder-wear that would make most doorways a dicey prospect, as it extends about six inches past the shoulders in a tapered point.
Darth Jadus: All you have done is ensure that the cruel, purposeless reign of the Dark Council continues.
Agent: I'm sure your cruel, purposeful reign would have been much better.
Single-Biome Planet: Lampshaded and discussed by a couple of militia guards at the Republic's Outpost Thorazan on Tatooine:
Militia Guard 1: You know, some planets don't have to put up with this all the time. The heat, I mean. Militia Guard 2: Yeah? Militia Guard 1: Yeah. Most planets have these things called "seasons". Sometimes it's hot, sometimes it's cold, but most of the time it's downright tolerable. Militia Guard 2: Huh.
Slave Collar: Vette, a Sith Warrior companion, starts with one until removed. It comes with a shock function, for when you're tired of her sassy remarks, or just want some dark side points.
Slave Race: Twi'leks and Zabraks for the Sith Empire (unless they have Force talent).
Sleeping with the Boss: In many class storylines, you can romance your companions and technically, most of available companions are subordinates of the Player Character. Elara Dorne even lampshades this, observing that intimate relationships between a commanding officer and a subordinate are forbidden by military regulations, but reciprocates your advances, anyway. She fills out the necessary paperwork to legitimize it. Also averted with a male Imperial Agent and Watcher Two; she's roughly equivalent in rank to you, but when she gets promoted to Keeper decides to call of the relationship...for now, at least.
Meet the Bounty Hunter's nemesis, Tarro Blood, the most smug, cowardly, dishonorable Mandalorian ever.
Jedi Master Corin Tok is a rare heroic version of this trope. A leader of the Jedi on Corellia during the Imperial storyline, humblebrags about being essentially invincible, nicknamed "The Sith Butcher" and compares himself to heroes like Revan and Bastila Shan. Kicking his face in is a rather cathartic moment for Empire players.
Gyl Rosen from the end of the Sith Inquisitor's first act; a Nar Shaddaa crimeboss now in possession of the Inquisitor's ancestor's lightsaber. When you go to retrieve it from him, he rather arrogantly tells you that you are going to listen to his offer, and that he is backed by four of the toughest mercs on Nar Shaddaa; "They make the Sith look like schoolteachers". He then tells you that you either become his "personal Sith" and work for him, or you pay him three million credits for Lord Kallig's lightsaber. At which point you can say "No", and shock him instead. Enraged, Gyl orders his mercs to attack, only to discover he doesn't pay them enough to tangle with a Sith. And then you can kill them all anyway, only to discover they're just regular mooks, hardly the Sith killers Gyl tried to fool you into believing they were. It's very pleasant to have Gyl screaming at them to kill you when moments before he was attempting to boss you around.
So Long, and Thanks for All the Gear: Companions who leave take their gear with them, but fortunately there's an option on departed companions' pages in the companions panel to reclaim it if you want.
Soldier Versus Warrior: The Republic? Soldier through and through. There's the Trooper and Havoc Squad, of course. and several other Republic companions are soldiers. The Republic takes a lot of heat for being "slow," and "inefficient," but they have a larger population, better infrastructure, and a functional (though far from perfect) government. The Imperials and their Sith leadership are certainly warriors, with a culture of ruthless survival and self-advancement, led by their Ax-Crazy theocratic cabal of Sith, with a massive hit of Chronic Backstabbing Disorder. It means that only the strong survive the brutal Training from Hell and the backstab attempts from their peers. So, yes, the average Imperial would be able to defeat the average Republic counterpart. It also leaves them with fewer experienced officers, Force Users, soldiers, scientists, etc. The officer can't trust his underlings (who may be out to murder him for advancement). The underlings can't trust their commanders (who may be advancing himself by sending them into a slaughter). Worse is that the Only Sane Employee, their Intelligence Services, get very little respect. Couple that with their Fantastic Racism policies making only two races eligible for citizenship (and a third, the Chiss, nominally tolerated), with everyone else going to the slave pits unless they're Force Sensitive, and their Third World levels of infrastructure, and it's obvious why they were able to do very well with a shock and awe attack on the Republic and make early gains, but ran out of steam and was in serious trouble come the Makeb arc.
Space Cold War: The whole game is the Cold WarIn Space, with both sides constructing planet-destroying superweapons and supporting numerous planetary conflicts, secretly or openly. The biggest difference is that both sides want a hot war.
Spirit Advisor: The Sith Inquisitor occasionally receives guidance from the spirit of their ancestor.
In Knights of the Fallen Empire the Outlander receives mostly snarky comments from Valkorion.
Spontaneous Human Combustion: Unlike NPCs, the fully-evolved rakghoul plague will cause the PC's limbs to briefly mutate before a buildup of spores causes their body to explode, killing them and spreading the plague to others nearby.
Squad Nickname: Havoc Squad is the main focus of the Trooper storyline. During that plotline, you also encounter the Safecrackers, who specialize in taking bunkers.
Stab the Sky: The Jedi Knight and Consular both do this after each builds their first lightsaber, and the Jedi Knight and Sith Warrior do this when they change into Shii-Cho form.
Staged Populist Uprising: A Republic storyline centers on an uprising on a prison planet. The rebels are descendants of convicts and are quite angry that they are treated like prisoners themselves. However, you discover that the insurgents are manipulated by Imperial agents who want to destabilize the planet.
The Starscream: Some of those in the Empire suffer from this, with their primary goal being self-advancement, with the Empire itself coming in a distant second. This is highlighted thoroughly during the Bounty Hunter's quest line on Balmorra in the low 20s. The Imperial they're getting close to edges pretty close to the Too Dumb to Live category, sabotaging his side's war effort to discredit his superior, and getting 'his' superior killed.
Static Role, Exchangeable Character: "Havoc Squad Lieutenant". In the end of Act I of Republic Trooper's storyline, you get promoted to Captain and must, in turn, promote one of your two organic companions to squad lieutenant. Both Jorgan and Elara are happy if you pick them, but for different reasons: to Jorgan, this is the restoration of his old rank that he was unfairly stripped of; to Elara, this is the long-overdue recognition of her skills and dedication to the Republic's cause. Regardless of who it is, however, they dutifully serve as your second-in-command for the rest of the campaign.
Stat Stick: The Jedi Sage/Sith Sorcerer's lightsaber exists primarily to provide stat bonuses; they get precisely two attacks that use the lightsaber in their entire class progression, and many Sorcerers and Sages remove one of them from their quickbars. The worst of this trope is however averted, as a weapon's actual damage stat is only used if the attack hits with it.
Stealth Insult: Yes, the Mandalorians are allied with the Sith again. But they fully admit to the Hunter that they're only doing so because they want to challenge themselves against the best warriors in the galaxy - the Republic and Jedi. For all their posturing, the Mandos consider the Empire too stupid and weak to be a worthy challenge. But hey, They're good fora paycheck.
Stealth Pun: A few, such as the fact that most if not all romance conversations have to take place on your ship.
Sticks to the Back: Any two-handed weapon used by characters, along with most non-lightsaber blades. Pistols and lightsabers use hip glue.
Sticky Bomb: Republic Troopers get an ability called Sticky Bomb. When thrown at an enemy, it will detonate after a few seconds, dealing damage to the target and up to three enemies nearby. Enemies in a threat category below "strong" will flail around and try to remove it, which counts as them being stunned for its duration. The Bounty Hunter, the Trooper's mirror class, gets the Explosive Dart ability, which has the same effect.
Stop Poking Me!: If you click on companions enough when they have no new conversations, they'll start getting cheeky.
M1-4X: You needn't worry, sir, my armored chassis is impenetrable to your touch, no matter how repetitive!
Story Branch Favoritism: Knights of the Fallen Empire is heavily biased towards force users. There is one particular chapter where Jedi and Sith characters will prattle on for hours about the philosophy of the force, ending with the character building a new weapon. For force users it's the symbol of their new enlightenment and knowledge of a new side of the Force; for everybody else it's just another gun and means they can finally get away from the crazy religious people. Also, all of the chapter ads feature the default Jedi Guardian as the Outlander.
To a lesser degree, the Imperial Agent story gets a much broader look at the big picture (see the Gambit Pileup entry) and one of their squad members is promoted to a major character in Knights. Within the Agent story itself there are several places where a Chiss character gets extra content, especially on Hoth (more than any other race in any story gets).
Strange Minds Think Alike: Early in the Sith Inquisitor storyline, when Zash asks how you retrieved the holocron from the tomb of Marka Ragnos, you have the option to make up a complicated ritual that involves devouring Tuk'ata hearts—prompting a puzzled Zash to remark that it didn't work when she tried it.
Stupid Good/Stupid Evil: Most of the Light Side options are simply being patient and reasonable, and Dark Side cold pragmatism. The requirement to have a decision in most quests means there are plenty of these too however, which makes a full LS/DS run rather difficult. The game knows they’re stupid decisions as well, as you will get called on most of them. In addition, background Sith characters seem to default to Stupid Evil, which is a running problem for non-Sith Imperial characters. For example, an early Agent questline has your attempts to sway someone towards your faction derailed when a Sith murders his sons for no reason. Conversely, the tendency of background Jedi to be Lawful Stupid makes them the bane of Light Sided Sith, since their overzealousness will cause them to refuse to back down from easily avoidable confrontations, simply as a matter of principle. So much for "There is only peace".
Many players have noted that the best adjusted characters are probably Light Side Imperials.
Supporting Protagonist: The later expansions have been forced to do this, simply because fully integrating all eight possible characters into the plot would be impossible.
In The Shadow of Revan the earlier stages are very much Lana and Theron's story, while the end game adds Master Shan and Darth Marr.
In Knights of the Fallen Empire characters occasionally claim the player character is in charge, but they get their marching orders from Lana and the main plot is about Senya and the spirit of Valkorian hanging around in the player character's head versus their children and SCORPIO.
Switch to English: The Hutts in the Makeb storyline speak Galactic Basic when dealing with the player characters and only use Huttese when talking to one another. According to Dr. Oggurobb, all Hutts know Basic but prefer Huttese and he'd rather avoid linguistic trouble with you.
Sword and Sorcerer: The first companion for the Sith Inquisitor (Khem Val) and for the Jedi Consular (Quyzen Foss), are both tanks, allowing this trope to be used when you go Sorcerer or Sage (either type depending on your spec).
In Red Reaper, Darth Ikoral has a phase where he surrounds himself and two of his acolytes with a shield, and he also uses Force lightning on a random group member. If the targeted member positions themself so one of the acolytes is between them and Ikoral while he's channeling and then interrupts one of the acolyte's casts, the acolyte will die, and when both are dead Ikoral's shield will drop.
In Eternity Vault, Soa erects a shield in the final phase of his fight. This shield repels all damage. During this phase, he lifts massive pillars out of the ground and very, very slowly drops them on the party. If Soa gets hit by one of these pillars, his shield goes down.
In Explosive Conflict, Kephess pilots an invulnerable walker. Fortunately, he sends in Mooks armed with explosives which can be used to make the walker vulnerable.
In Depths of Manaan, Sairisi has two droids with shields around them who will transfer their shields to him to protect him. However, the droids appear to have some form of self-preservation programmed as they will retract their shields when their health gets low, leaving Sairisi vulnerable.
Take Cover!: A specific ability to the Smuggler and Imperial Agent classes, both of whom have several abilities that can only be used from cover. Both have Deployable Cover, just in case.
Applies, in a less significant way, to all players: Here, other classes are seen protecting themselves from a Macross Missile Massacre by hiding behind turret platforms.
Doubling as a Mythology Gag, character creation states that the Smuggler class "is always ready to shoot first, stealth up and sneak away after." In the original version of A New Hope, Han Solo — the character the Smuggler is based on — shoots a bounty hunter before the latter can react. In the Special Edition version, the scene was digitally altered and edited so that the bounty hunter fires at Han first, who dodges the shot and fires back in self-defence. The change was extremely controversial, and "Han Shot First" has since become an in-joke amongst fans. There is another reference to that same scene late in the Smuggler storyline from Master Sumalee if you decided to kill Darmas Pollaran.
Master Sumalee: I'm going to preserve our good working relationship by assuming he shot first.
Take Your Time: Planet-destroying superweapons tend to have a very long charge-up time.
Taking You with Me: At the end of the Smuggler's storyline The Voidwolf attempts this twice; first when he's defeated, he lobs a thermal detonator at the player which they manage to throw back at him in time, then his death triggers a Dead Man Switch that activates his flagship's self-destruct.
In chapter 1 of Knights of the Fallen Empire, the player can choose to ram Darth Marr's damaged flagship straight at the Eternal Fleet.
Talking Is a Free Action: While in a conversation PCs go into a kind of stasis where they cannot be attacked and abilities with durations are frozen. Since there is no time limit on selecting dialog in single player conversations a PC could remain frozen like this as long as they like.
Tattered Flag: Scorched and ruined flags are seen throughout the Government District on Corellia, as the Republic and the Empire battle for the planet's fate.
Teacher's Pet: Ffon to Overseer Harkun, so very much. You will wish them both dead every time Harkun tells you that your Sith Inquisitor will never amount to what Ffon does. You get half that wish fulfilled when Zash fries Ffon to death for trying to steal credit from your achievements. Harkun can be killed later when you eventually become a Sith Lord.
Technicolor Fire: The tombs of Korriban and Dromund Kaas sometimes have torches of blue fires.
That Man Is Dead: During Bounty Contract Week, should you choose to kill Dariana Frayus's son Claw, she admits that her son basically already died when he took up a life of crime.
Each class has an ability (which can only be used with an active companion) which allows them to regenerate health and unlocks special abilities. It's meant to be used if you are in danger of losing a fight and causes a special theme to be played when it is used.
The track that was eventually revealed to be the main theme plays in the Hope trailer, when Satele sends Malgus flying into a boulder.
In the finale of the Jedi Knight's Chapter 3, the main theme plays if you choose to kill the Emperor.
In The False Emperor Flashpoint, the game's main theme starts to play once you weaken Malgus to the point where you have to throw him into a pit.
This Is Something He's Got to Do Himself: Most companion storylines have a moment in which the character temporarily leaves the ship in order to settle some personal business. You can offer to help out, but they'll answer with this trope. However, the scene will immediately cut to them returning, so this doesn't affect you gameplay-wise.
Stivastin from the Depths of Manaan Flashpoint. The player's got five minutes to defeat the boss before the facility crashes down on them.
Each boss from Operations and Hard Mode Flashpoints have an enrage timer which means that if players don't kill the boss fast enough, the boss will dish out 200% more damage. Some bosses that hit enrage could One-Hit Kill players as well.
Time Skip: Knights of the Fallen Empire takes place five years after Shadow of Revan.
Jedi Knights and Sith Warriors respectively get Dispatch and Vicious Throw, which is ordinarily used to hit low-health enemies for maximum damage but can be used at any time when certain abilities activate.
Jedi Guardians and Sith Juggernauts both get Saber Throw, the most basic example.
Jedi Sentinels and Sith Marauders respectively get Twin Saber Throw and Dual Saber Throw, where they throw both of their lightsabers and can potentially damage multiple enemies at once.
Jedi Shadows and Sith Assassins both get Low Slash, a ranged incapacitating ability.
Major Bessiker on Balmorra in the Sith Inquisitor class quest. He orders the player to go rescue his son or the player will not get the required anti-toxin remedy. His son himself fits the trope, a Sith apprentice who orders you to free him "so he can go claim a rare artifact of power whose map he holds." No points for guessing that it all ends in blood. (If you go for the Dark Side options, at least.)
Gyl Rosen on Nar Shaddaa. He's a middling crime boss who comes into possession of an obvious Sith Lord lightsaber via a rigged card game. When a real live Sith (who happens to be notorious on this world for having god-like powers...) shows up claiming it as their inheritance,he decides to mock and blackmail them. The most natural flow of the conversation from there involves Rosen being slowly electrocuted to death.
Took a Level in Badass: The Republic military. After getting slaughtered during the Jedi Civil War, the brass realized that they had become too dependent on the Jedi. 300 years later, Republic soldiers are more than capable of standing up to Sith.
Turned Against Their Masters: In one Imperial mission on Taris, a Jedi has been training the Force-sensitive nekghouls in the ways of the Light side of the Force. When the Jedi is defeated, the PC can convince the nekghouls to rise against the Republic and obtain their independence, and one of them proceeds to Force choke and lightning the Jedi to death (Note that this is the Light side option; the Dark side option is detonating the reactor in the building and destroying the nekghouls outright).
Two-Part Trilogy: All of the class stories have this structure, some more blatantly than others. Act 1 will have a self-contained plot involving a major antagonist who is defeated at the end of the act. The beginning of Act 2 then introduces the plot that will run through the rest of the original story content, which may or may not have anything at all to do with the first act. The starting planet gets Act 1 going for the Trooper, Smuggler, and Bounty Hunter but is essentially a standalone episode for the other 5 that has no impact beyond introducing the supporting cast.
Tyrannicide: The Jedi Knight's story ends with them confronting and killing the Sith Emperor himself.
Come Shadow of Revan though, it turns out he's Not Quite Dead, and now his spirit has escaped into the galaxy to get up to who knows what sort of mischief.
You get to kill his main body in Knights of the Fallen Empire. If you don't, his son Arcann backstabs him instead. His spirit hangs around anyway, apparently for his own amusement. You get to put him down for good in Knights of the Eternal Throne.
Ugly Guy, Hot Wife: Darth Malgus, the hideously scarred Sith from the three CGI trailers, is married to the blue Twi'lek that is with him in Deceived. In all fairness, a lot of his current physical deformities are recent battle scars, and he isn't bad looking prior.
Most of the Emperor's direct subordinates (i.e. the Imperial Guard, the Emperor's Voice, the Emperor's Hand) who know the Emperor's true agenda remain with him out of loyalty.
Most maxed out affection companion quests end with them promising to always have the player character's back and occasionally promising to mentor your children/successors. This includes Scourge, who offers to teach your children in the ways of the Dark Side.
Unequal Pairing: Every class except for the Bounty Hunter and Smuggler have at least one romance where either a Muggle or a direct subordinate is romanced. The Warrior, for instance, can romance a slave (however, this example can be mitigated if you choose to take Vette's slave collar off the first time she asks, and then pick the dialogue option that asks to be partners; the relationship is more equal after that).
Space combat sequences against other players are done in a space simulator setting, with free movement to all sides.
Unexpected Successor: During the Eternal Empire Conquest, the Sith Empire had its ruling system butchered, to the point that the highest official able to negotiate the treaty is the Minister of Logistics. In the aftermath, the only Sith of the ruling Dark Council not dead or in hiding is Darth Acina, an extremely minor character, who proclaims herself the new Empress. The reason for all that, of course, is that the player characters and the Star Cabal had been knocking off Imperial higher-ups left and right for the past eighteen months. Between the losses on Corellia, the warpath on which the Warrior and Inquisitor had been, and the rampage of the Dread Masters and the Cartels, there were only a dozen elder Sith left near senior leadership anyway, and most of the survivors were members of the extra-jurisdictional forces the Emperor himself maintained, like the Wrath, Eyes, Hand, and Voice, all of whom the Council loathed.
Unflinching Faith in the Brakes: Malgus doesn't even bother looking when the starship crash lands inches behind him. Though as a Sith, it is reasonable to assume he'd sense if it was going to actually strike him anyways.
Unholy Ground: The Dark Temple on Dromund Kaas, where the Emperor entombed some of his most deadly enemies, and where their power lies dormant, until an unwitting expedition opens the place and is driven mad, if not outright taken over, by the personalities of the entombed Sith.
The Sith temples in Korriban, the former homeworld of the Sith race. A few Jedi who entered the ruins are corrupted by the spirits of the fallen Sith lords.
A Sith Warrior player gets to live this if they romance Jaesa Willsaam. Jaesa can only be romanced if she is turned to the Dark Side. And I mean dark. Besides being a butcher in her own right, she loathes even tactical Light Side actions. A solid relationship with her involves either a lot of murder or a lot of make-up presents.
Unreliable Narrator: The History videos are explicitly pieced together from incomplete information, and some things are pure supposition on the narrator's part. This keeps things like Revan's true motives and ultimate fate nice and vague for in-game development.
Unwanted Assistance: The Scions in Knights of the Fallen Empire. They are fully dedicated to the player character's cause and will gladly sacrifice themselves to fulfill some obscure prophecy that ends with ArcannDeader Than Dead and the Eternal Empire restored to sanity. Unfortunately, they are also as willing to take thousands of innocent civilians with them for the greater good. Each. It doesn't help that they believe free will is a lie and conclude that to perform unforgivable sacrifices for the greater good is the highest honor one can achieve. You can personally murder one exceptionally "helpful" Scion who unleashed the Eternal Empire's wrath and champions upon the colony world your character (and the only worthy flagship they have) is on just to keep true to his visions of a grand future.
Useless Useful Spell: Due to the way that NPC strength is defined abilities that disable, stun, or otherwise impair a single target can feel like this outside of PvP. These crowd control abilities will usually only work on the norm or weaker type of NPC, however, these types of NPC are so weak that they will die in only a few hits anyways making any fancy tactics rather pointless. It is theoretically possible for someone to do some Sequence Breaking to find higher level normal opponents that would be worth using these abilities on, but there would be little ingame reward for doing so. These abilities are imperative in PvP though!
Likewise some otherwise useful abilities may have an added affect when used against normal or even weak monsters. These effects are equally unneeded to defeat normal opponents, and don't work in PvP either, making one wonder why they even bothered adding them? Perhaps the simple Rule of Cool that comes from launching an attack so powerful everyone nearby is knocked down by it?
Gunslingers and Snipers have the ability to get behind cover. Very early in their development, around the time they leave their starting planet if not before, they get an ability to deploy a portable force field that renders it utterly superfluous. Before Knights of the Eternal Throne removed base classes (Smuggler and Imperial Agent for Gunslinger and Sniper, respectively), Scoundrels and Operatives also inherited the cover ability from their base classes but didn't get the force field, and the playstyles for Scoundrels and Operatives made that ability unnecessary. When the base classes were removed, only the Gunslinger and Sniper kept the cover mechanic.
The Usual Adversaries: In Fallen Empire, it's Skytroopers. Even the characters, especially the Mandolorian clans, are sick of fighting freaking Skytroopers.
Vendor Trash: Very common. The item descriptions make no attempt to hide it either. Players can, however, send a companion on a one-minute mission to sell these to a vendor.
Vengeance Feels Empty: The Sith Inquisitor finds space pirate Andronikos Revel in the process of tracking down and murdering his mutinous crew. At several times during the story, he misses out on the chance to personally kill his betrayers, and is visibly distraught about this.
The Sith Warrior can advise Vette and her sister to murder a Hutt who caused their mother's death. The conversation she has with the Warrior on returning to the ship strongly implies this, with Vette seeming rather traumatized and not wanting to talk to you for a while.
Depending on how you play, the end of Act 1 for the Bounty Hunter can come across as this. Sure, Tarro Blood is dead, and you fulfilled Braden's dream to bring the prize for the Great Hunt back to his stable. Sure, everyone's celebrating, but there were a lot of good people who died along the way, and you're now Public Enemy Number One with the Republic. Yay?
Vibro Weapon: Many of the non-player character carried Melee weapons are these, and the force-using classes use them until they finish the first planet. Just like in Knights of the Old Republic, they have a cortosis alloy weave, in order to stand up to lightsabers. Also the main weapons for melee non-force sensitive companions. Since a patch, they are also just as good as lightsabers, so Sith and Jedi players can use them just as effectively, if you are bored with lightsabers and just feel like swinging a BFS that looks just as cool.
Video Game Caring Potential: Play through any class story, and you'll more than likely become attached to (and protectiveof) at least some of your companions. You'll also meet plenty of sympathetic, even Woobie, NPCs during your travels.
Some of the NPCs you deal with are so irritating as to make the dark side options regarding them very appealing. For example, spend most of the Imperial questline on Taris getting insulted by Thana Vash, and then just try to resist the temptation to let her rot in prison when you get a chance.
The tail end of Act One for the Bounty Hunters has the potential to end up like this. Having been tasked with a mission aboard a Republic ship called the Aurora, you're immediately set upon by Republic soldiers, who deem you an enemy working with another invader they have in custody. Cue you reaching the ship's brig and finding Tarro Blood - the cowardly excuse of a Mandalorian who has been your nemesis up to this point—languishing in a cell. Given your mission was to sabotage the Aurora by powering down its shields and forcing it out of hyperdrive—causing it to rip itself apart under the stress of deceleration—you can leave Tarro to a fate of explosions and violent asphyxiation, prompting him to vainly scream at you as you and your companion saunter off.
For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials want you to rescue him from the Separatists for the informations he has, but one of the officers will tell you that he don't deserve to live and that you should go ahead and Kick the Son of a Bitch. Once you meet him, you will find that he is such a JerkassUngrateful Bastard that he tells you that you take too long to rescue him. You will probably have a slightly hard time trying not to push the dark side button.
On Corellia, refugees are marked as "neutral" targets, which means you can engage and kill them, which is a war crime in istelf. It makes sense for Imperial players, since it's a manner for instilling fear into the population you are conquering. However, even Republic players, the ones who they are desperately fleeing to for protection, can murder them in cold blood, and get away scot-free, even if it's in a guarded refugee camp.
At the conclusion of the Ziost storyline content, you can be absolutely horrible to Theron or Lana, depending on your faction. As an Imperial, you can all but break Lana verbally, convincing her to resign as Minister of Intelligence. Republic-side, Theron sticks to his guns regardless of what you say, but you can tell he's hurt by someone he sees as his friend trying to tear him down professionally.
Villain Takes an Interest: The Sith Warrior and Sith Inquisitor get to invoke this. The Warrior's under orders to take Jaesa away from the Jedi and into the Sith because she has a useful ability. The Inquisitor needs Ashara's help to get into the Jedi Temple ruins on Taris. Both become your characters' apprentices (though it's informal in the case of Ashara). It's on you to decide how villainous you want to be.
Violation of Common Sense: In the Lost Island flashpoint and during the boss battle against Project Sav-Rak, the players face him on a platform suspended high above lava. Bad enough, but he also utilizes a Shockwave Stomp that sends players flying, possibly over the edge. So the only safe place? Right where he lands! How far you go flying is based on how far away you are from his impact point, so letting a two-story tall fifty-ton mutant land on your face will result in 94% less being dead than staying as far away as humanly possible.
You obtain the title "Worm Food" for offing yourself in the center of the sarlacc pit on Tatooine.
Visual Pun: The taxi landing/takeoff pads for the Mandalorian Enclave and Sith Temple on Dromund Kaas are open to the sky, but the one for Imperial Intelligence Headquarters has a roof. So when you arrive at Intelligence HQ, you are under cover.
Voluntary Vassal: The Chiss Ascendancy is unique among the subjects of the Sith Empire in that the Imperial military failed to capture its homeworld and gave up, but then the Chiss decided to join the Empire, anyway. This causes a lot of awkwardness, as the Empire is openly xenophobic, yet the non-human Chiss enjoy a lot of privileges that even the human residents of Sith-conquered planets don't.
Wake-Up Call Boss: The entirety of Oricon is essentially this for players who haven't done flashpoints since the Esseles/Black Talon: it's basic training for Operations. Every boss fight in the solo quests is difficult in different ways, and becomes well-nigh unbeatable if you don't change your tactics to fight it—and even if you do know what to do, all can still be quite tricky depending on your class and role. And that's if you've been keeping your gear reasonably up to snuff.
For Flashpoints, Cademimu. The earlier flashpoints were pretty easy, not really featuring much in the way of complex mechanics and really, weren't much different than some mid-tier World of Warcraft bosses that by now are pretty commonplace. However, Cademimu is when the game takes the gloves off - the flashpoint features bosses who require the player to avoid incoming fire, kite enemies, and to watch out for environmental hazards. The final boss of Cademimu was a real newbie-trap - the rocket engines would really cause people to die if they weren't paying attention
War Arc: The basic summary of the game's story. It's Republic and the Jedi versus the Sith, the Chiss and the Mandalorians; mercenaries and criminals profit from both sides.
War Memorial: In Kaas City, there is a monument called the Spires of Victory, a monument to the Empire's return to the galaxy, the retaking of their ancient worlds and the Sacking of Coruscant. This is a bit of a subversion in that it isn't there in hopes of preventing future wars, which is very much against Sith nature, but is instead glorifying it.
The War Just Before: At the start of the game, the Empire and the Republic have been at peace for a few decades, after signing the Treaty of Coruscant. However, as the players progress through the story, they become involved with efforts by both sides to reignite the war, as old grudges and hatreds still run deep.
Wave Motion Gun: The Gravestone is armed with a powerful weapon capable of destroying two dozen ships of the Eternal Fleet. Complete with nifty power up sequence. Neither the Republic nor the Empire can do this yet.
We ARE Struggling Together: The Alliance in Knights Of The Fallen Empire. Putting together Republic and Imperial people took a lot of buildup. Add in a few Zakuul Defectors from Decadence who will still put their people's best interests first, as well as chronic backstabbers, spies, and outright terrorists, and there's a lot of friction bubbling up.
We Have Reserves: The standard Imperial response to most problems is to throw people at it until it goes away. And by "people" we mean "conscripts, mercenaries, and slaves". The officers shrug it off; they're just "common soldiers." The Sith don't give a bantha's rear about much else other than themselves and their power games (the Emperor is an Omnicidal Maniac who wants everything in the galaxy except himself dead), and Empire officials follow the lead of the military and Sith. Couple this with conspiring against and killing one's boss being the preferred method of advancement (it's just gauche for a non-Sith to not be sneaky about it), and the Empire does more damage to itself than it does its enemies. Manditory conscription and extensive use of slave labor are likely the only reasons they managed to get off Dromund Kaas. Their early success is likely due to catching the Republic by surprise thanks to Revan and Exile having ''no backup plans'' and walking into an obvious trap.
The end of Chapter 1: Darth Jadus faked his death and was manipulating the Eagle as part of a twisted plan to unite the Empire in a new epoch of fear.
The beginning of Chapter 2: The SIS has managed to brainwash the Agent, making the mission to infiltrate them much more difficult.
The aftermath of Taris: The brainwashing is Imperial in origin. The former Keeper/current Minister of Intelligence arranged for it to happen on the orders of the Dark Council.
The end of Chapter 2: The SIS has been seeking the Shadow Arsenal: a collection of undetectable high yield warheads. Hunter is actually a mole for an organization that he claims will triumph over both the Empire and Republic.
The end of Belsavis: Hunter's organization is the Star Cabal: a conspiracy founded 1000 years ago to prevent a second war between the Republic and the Sith by ensuring that the two nations never come in contact with one another. When analyzing data recovered from the Star Cabal's vault on Belsavis, the former Watcher Two/current Keeper is rendered comatose.
The end of Voss: The true reason that the Voss have remained neutral is that they have allied with the Star Cabal, as the Cabal has promised to destroy the Empire and the Republic within the next few decades, ending the two superpowers' interference in Voss affairs. Imperial Intelligence is disbanded by the Sith, who aren't amused to learn that the current Keeper is comatose and that the agency has been exerting so much effort into hunting an organization whose existence can't be proven.
The end of Chapter 1 for the Jedi Knight, where the Knight arrives too late to stop a Desolator from firing on a planet.
The end of the Knight's Chapter 2 as well, at least for those who haven't read Revan: Lord Scourge is revealed to be working to bring down the Emperor and joins your party after revealing that the Emperor is trying to become a god by annihilating all life in the galaxy.
Playing as an Imperial, this may pop up once you realize who the Jedi running the Foundry is (provided you haven't read the books). Also, who his underling, and thus one of the Flashpoint Bosses, is.
The end of the Explosive Conflict Operation, where you learn that the Dread Masters have gone rogue and are the new Big Bads. It's more of a wham for Imperial players though, as they are more likely to be familiar with the characters in question.
The end of the Jedi Consular's Hoth storyline. Blaesus is the traitor?!
The end of Jedi Consular chapter 2. Blaesus is a Sith Lord? And the boss of the guy we've been fighting all chapter? And there's an untold number of other deep cover agents within the Republic just like him, called the Children of the Emperor?
Jedi Consular on Corellia. Master Syo was a Child of the Emperor all along?!
The Sith Warrior gets a Wham Episode in chapter 3 of their storyline, the chapter in which Darth Baras betrays them through Lord Draagh by attempting to have them killed in an explosion on Quesh, which sets off the chain of events that leads to the Sith Warrior facing Darth Baras down at the end of the story.
The end of the "Legacy of the Rakata" flashpoint: Revan is alive, has raised an army in secret, and is plotting against both the Republic and Empire.
Knights of the Fallen Empire is practically "Wham Episode: The Expansion".
Chapter One: You are hunting the Emperor with Darth Marr. In quick succession, your ship is ambushed and destroyed by the Eternal Empire, your companions go missing, you and Darth Marr are captured and brought to Valkorian, then Marr is killed, then you kill Valkorian, then Arcann imprisons you and swears vengeance on the Republic and Empire both.Whoa.
Chapter Two: You are dreaming, and Valkorian is living inside your head, tempting you with power. You have to fight through nightmares/visions of your companions dying and the Republic/Empire falling, while resisting or accepting his help.
Chapter Three: Lana Beniko frees you from carbonite, and you now have to escape the heart of Zakuul. Along the way you learn you were sleeping for five years, and while you were gone the Republic and Empire were both conquered.
Chapter Eight: Arcann tracks you back to the Asylum and not only sends an army to destroy it, he and his sister come themselves.
Chapter Fifteen: SCORPIO betrays the Outlander by faking her death and taking control of the Eternal Fleet.
Chapter Sixteen: The Outlander defeats Arcann, but Senya saves him and leaves the Alliance to redeem him whether the Outlander agrees or not. The Republic and the Sith Empire, inspired by the Outlander's victory, officially join forces with the Alliance against Zakuul. And after SCORPIO liberates the Gemini series she literally gives the empire to Vaylin!
The final chapter of Knights of the Eternal Throne: you destroy Valkorion's spirit, killing Vitiate for good. You then claim the Eternal Throne for yourself, making you the de facto ruler of the entire galaxy.
Wham Line: In chapter 3 of the Sith Warrior's storyline:
Lord Draahg: I have the real detonator. An elaborate trap for you.
What Measure Is a Mook?: Killing NPCs you converse with often gives you Dark Side points, but as for the mooks defending those NPCs? Oh, go ahead and slaughter them all, the game won't punish you for it. The Jedi get this especially bad, lecturing other characters about Jedi principals of mercy while knee deep in fresh corpses.
At the end of the Imperial Agent story, if the Agent give the Black Codex to the Dark Council, the Minister of Intelligence (formally Keeper) will call the Agent out on giving the guys who just spent the whole story screwing them over the one object that could have helped improve Imperial life.
No matter which companion she brings along, a female Smuggler will get an earful if she turns sentimental during the final confrontation with Darmas.
What the Hell, Player?: A number of the Dark Side choices on the Imperial side seem to exist purely as a test if you personally are a sociopath. Three "highlights" from the mid-game:
On Taris, you can either let your thoroughly sociopathic Sith compatriot lock fleeing civilian shuttles in an exploding hanger or you can countermand her and let them go. Your Darth superior considers the latter ideal (because it leaves people to spread terror of your victory), in case you were confused.
On Quesh, you receive a side-quest from some local miners who are trapped in a room slowly flooding with toxic gas. They aren't your mission enemies or even Republic loyalists. You can opt to walk all the way down there and then select the "enjoy your tomb" option.
On Hoth, the Imperial player encounters a base being run by a in-over-his-head human officer and a highly competent Chiss attache after most of the senior officers were killed in an ambush. The Chiss is very helpful cleaning up the mess in a Thrawn-expy sort of way, while the human creates extra work for you and proves unfit to command; Dark Side Sith players have no doubt executed him in their head by the end. The local Moff lets you pick who to promote to CO and the human has nothing backing his choice other than flat-out racism. Notably, more racism than the Moff himself holds...
Who's Laughing Now?: In the Sith Inquisitor questline, on Tatooine, you need to get an artifact from Sylas Wilkes, who stole it from Andronikos Revel after having mutinied. When you finally confront Sylas, he explains that Andronikos Revel called him a worthless, mangy, scrawny little nobody, so Sylas stole Andronikos' ship, his crew, his blasters, and his girl (though Sylas doesn't know the "girl" in question actually hates him). As Sylas says to Andronikos before you fight Sylas, "Who's nobody now?"
With This Herring: All classes start out with gear notably weaker and shabbier-looking than that of NPCs around them. In particular, Troopers start in a warzone and are expected to pull their weight with inferior equipment, while Force users use training lightsabers throughout their first planet, yet are sent on highly dangerous tasks nonetheless. The lack of good equipment is rapidly rectified, however, and before long each class looks as dangerous as it's supposed to be.
World of Snark: Naturally, this being a BioWaregame. Every player character gets plenty of opportunities to get their snark on, and has at least one smartass companion, and more than a few of the people they deal with get snarky as well. In fact, choosing smart-assed options is generally a good way of getting Approval from most of your companions.
Worthy Opponent: Light-Sided Imperials have plenty of opportunity to acknowledge Republic fighters as this. It also factors into the Bounty Hunter's arc. Yes, the Mandalorians are siding with the Empire (as they put it, "fighting the Sith's battles for them"), but it's because the Mandalorians want to test themselves against who they consider the best and most honorable fighters in the galaxy - The Republic and Jedi. The Sith and Empire? Meh. Good for a paycheck.
The Sith Emperor has manipulated virtually every faction and major event over the course of a millenia in order to prepare a way for the Revenge of the Sith.
Darth Vowrawn's codex entry seems to imply that he is a master of this.
In the Republic Trooper storyline, Lord Torius pulls an impressive example of this: to avoid the Voss seeing through a Xanatos Gambit with their prophetic visions, Lord Torius hides a bomb by fully developing multiple alternative plans, and then selecting every detail of his plot at random from those alternatives, so the Voss couldn't foresee any single plot.
You Have Failed Me Darth Baras's disposal of a particular stupid minion matches DarthVader's scene to the letter, including tele-choking and promoting a random bystander.
In the first Imperial flashpoint, you can execute the Captain for refusing to attack a (stronger) Republic vessel. Even a Bounty Hunter can pull this off since you're operating under Kilran's authority. However, this will later cause the crew to panic and kill one another once you get back to the ship.
The Bounty Hunter has to watch their Sith employer do this to the Imperial officers they just worked their arse off to save from a Republic ambush. Just another reason why taking the optional quest to kill the guy feels so damn good.
In the Imperial Ziost storyline, it's possible to have the usually-nice Sith Lord Lana Beniko execute Agent Kovach if you expose him as a traitor. She'll try to have you do it, but you can tell her to do her own dirty work, causing her to do the classic tele-choke.
The Sith Pureblood's unique emote is to backhand their companion and laugh as they whimper.
You Have Outlived Your Usefulness: The Dark Side option for dealing with Thana Vesh at the end of the Imperial Taris questline. Given her interactions with your character, it's hard to imagine anyone actually letting her live.
These are the exact words describing Dark Side response in the very last conversation during Kaon Under Siege Flashpoint.
In the Terror From Beyond operation, once you bring the rebuilt Kephess down to about 10% health, his masters force him into an Explosive Overclocking mode which has a good chance of wiping out the raid with a Macross Missile Massacre. Kephess seems really upset when the Dread Masters state they "have no use for a tool that continues to break".
You Keep Using That Word: Quest givers will routinely use the term "Decimate" when ordering all enemy targets to be wiped out. note Decimate simply means "Remove by one-tenth". They actually mean to say "Annihilate".
Your Cheating Heart: In Fallen Empire, your romance will acknowledge whether or not you romanced Theron or Lana.