Star Wars The Old Republic: Tropes Q to Z aka: Tropes Q-Z
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.
Rag Tag Bunch Of Misfits: To greater and lesser degrees, most classes' companion crews are this. Jawa tank? Kilik joined diplomat? Incredibly patriotic droid? Check check check, though not at once.
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.
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.
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.
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.
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.
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 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.
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.
Sadistic Choice: 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 is a third option. Unfortunately, said third option is becoming The Dragon to the terrorist.
In Act Three 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.
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.
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.
Scenery Porn: You can watch it through a shaky, handheld camera of some guy playing through at PAX and Tython still looks jaw-droppingly gorgeous.
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...
Screw the Rules, I Have Connections!: Gayem Lekshende, A CzerkaCorrupt Corporate Executive andthe Arc Villain for Republic Tattooine players, doesn't hesitate to order the death of SIS personnel and the player, 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.
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.
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 Rakatan 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 Rakatans use their traditional can for criminals?
Secret Legacy: The Sith Inquisitor is revealed to be the direct descendant of Lord Kallig.
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.
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 [[Anvilicious rather obvious]] when one of the two is willing to kill you, a fellow Padawan she's just met, to protect their secret.
Ironically enough this is also subverted: the Jedi don't have any real problem with emotionless sex as it tends to produce rather powerful Jedi — it's the emotional attachments that come with it that are allegedly a problem. The current Grand Master even has a son.
Other than that, it's averted most of the time, with the Lightside 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-darkside answer in the conversation except for insulting her or not taking it.
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.
Corellia is apparently this to the Empire - Imperial players take the planet, but it's a Pyrrhic Victory and the Republic players run the Empire off the planet.
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
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. Revealed art also seems to point to Sith Warriors in general rocking these on their armor.
The Imperial Guard are sometimes given to shoulder-wear that would make most doorways a dicey prospect, as it extends about six inches past the shoulders in a tapered point.
On Tatooine, Bounty Hunters encounter an Exchange sex trafficker called the Lady of Pain.
The Bounty Hunter has the "rocket punch" move. You activate your jetpack while you're right in an enemy's face, which makes you rocket straight up while you twist your body around and throw your fist up so that it connects with your opponent's jaw. In other words, it's exactly like the Street Fighter series' Shoryuken. Minus the jetpack.
There are likely dozens, if not hundreds, of shout outs to Star Wars itself, from vague to obscure:
To reach one Datacron you need to jump into an active incinerator, find a control panel, and input the correct code to open the door and get out before you're burned alive. The code? 326.3827. This is the unit number of the Trash Compactor Luke and Crew almost got crushed in in A New Hope.
One Flashpoint boss casts a buff on himself that causes him to do double damage. When he casts it, a message pops up saying that the boss "Has become more powerful than you can possibly imagine!"
On Hutta, you can find a droid and a Wookiee sitting and playing a game. The droid has lost both his arms, and his head is sideways. Clearly he didn't realize he should let the wookiee win...
If you go to the Zoist Shadow, the imperial launchpoint for some operations, you can find a black-clad sith warrior on the bridge surrounded by a group of bounty hunters including a trandoshan, a mandalorian, assassin droids...
The jedi padawan fought during Black Talon is a Twi'lek named Yadira Ban. In KotOR 1, Revan is able to turn a Twi'lek sith named Yuthara Ban to the light.
On Tatooine, Republic players can get a quest from a Jawa who worries about a Jedi friend who ran out into the desert with some sort of madness. You eventually find out that she ran out to kill as many Sand People as possible in revenge for the death of a close friend. Since you find this out through a holorecording on her corpse, it's pretty clear that she was noticably less successful than Anakin would be...
When you damage the final boss of the False Emperor Flashpoint enough, he begins to channel a buff called "Unlimited Power".
If the player lets the Archon in Rise of the Hutt Cartel build too many stacks of energy, instead of an Enrage being hit, the golden mech being fought starts channeling an ability called "Charging MAH Laser" which will one-shot-kill the player character if it hits. MAH is an acronym, but that ability's name is not an accident.
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.
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.
Stab the Sky: The Jedi Knight and Consular both do this after each builds her or his first lightsaber.
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.
Stat Stick: The Jedi Sage/Sith Sorcerer's light saber 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 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 the non-light saber 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: Do not worry, master! My armor is impenetrable to your touch, no matter how repetitive!
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 backdown from easily avoidable confrontations, simply as a matter of principle. So much for "There is only peace".
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.
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.
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.
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.
Each class has an ability (which can only be used with an active companion) which allows them to regenerate health and resets the cooldown on one of their abilities (usually a stun). 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.
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.)
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.
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.
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.
Space combat sequences against other players are done in a space simulator setting, with free movement to all sides.
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.
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.
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.
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 screams at you as you and your companion saunter off.
Oh and...? You get light side credit for going that route. Apparently the Force has an "out of sight, out of mind" clause or something.
For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials wants you to rescue him from the Separatist 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 and tell 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 Corelia, 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.
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.
Visual Pun: The taxi landing/takeoff pads for 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.
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.
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.
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 comspiring 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?!
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.
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.
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.
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.
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.
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.
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".