Tear Jerker / Star Wars: The Old Republic

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    General 
  • The Exile's death. After an entire life full of pain, manipulations, and deceit, she gets stabbed in the back by Scourge to prevent her from saving Revan. Read Revan for more details.
  • The moment in the "Return" trailer when Satele Shan senses her Master's death.
  • One quest on Dromund Kaas involve an Imperial officer nicknamed "Duchess." She's a mother to her men and probaly the only Imperial officer on the whole damn planet who sees her troops as something other than cannon fodder. She's worried sick about them, being trapped in that sicko Lord Gratham's estate. Then, you find them...that twisted thing has been transforming the poor men into robots. One of them pretty much has forgotten everything except his loyalty to Duchess. The Light Side options are to Mercy Kill the poor guys and deliver the sad truth to Duchess, who is heartbroken to hear the news, but glad her men aren't suffering anymore. With what's left of her dignity, she goes off to write personal condolences to their families.
  • Initially, the quest to discover the fate of the Exiles on Republic Taris is almost hopeful, and even after you find out their struggles, you still hold out hope that you're going to find their descendants. But as you read the increasingly bleak apocalyptic logs, this gradually turns to general depression, and the last log is downright heartbreaking.
    • When the final speaker talks in faltering, half-broken Basic, saying that they've lost most of their history and knowledge, but they know that Taris was once a city...then pauses and has to reassure herself that she knows what a city is. She then laments that this will likely be the last generation:
      Lurr: We have stopped having children. The old records say it is from "tak-sic radie-achon." We once called this the Promised Land. It was a lie. It is our grave.
  • The poor clan of the Jawa Shaman on Tatooine. Imperial big-wigs have taken an interest in rumors of a Jawa Force-Sensitive. Besides the Shaman's fate (nothing good), Imperial PCs will go through a lot of Jawas in the two missions. They're as soft and small and squeaky as you would expect Jawas to be. Most players only do this quest once, if at all.
  • During the Imperial Storyline on Corellia, the player is given the task of defeating a Jedi veteran, the Jedi was overseeing a group of critically injured patients on life support. After the Jedi is defeated, he would request that the injured being left alone. If the player is dark sided he would cut off the life support. The Jedi would then desperately attempt to break open the glass surrounding the patients as the life signs of the injured begin to drop.
  • The ending of the Oricon questline, Republic side. Dread Master Calphayus comes stumbling out of the Dread Fortress, clutching his side in pain, and without wearing his mask. At first, he just stammers in a broken, defeated tone about how the other Dread Masters gave him strength and purpose, and questions how the player character even manages to function without 'chains to uplift' them, driving home how he - and most likely the other Dread Masters as well, to varying degrees - were as much a victim of their own Mind Rape powers as anyone else was, as Calphayus is quite clearly traumatized from prolonged exposure to it and then being forcibly ripped from the only thing keeping his mind even partially intact. And then, it get worse: He mentions that he used to be married, and wonders why he wasn't afraid of his (most likely deceased) wife, indicating that he now mentally associates familial love with fear, due to how long he has been a part of the Dread Masters' Hive Mind. Needless to say, it's really, really hard not to take the Light Side option.
  • Th Dark-sided ending for the 'Boarding Party' Imperial Flashpoint. After capturing the Republic cruiser with your team, you ordered the execution of all the surviving crew members as per standard Imperial procedures. As the crew was lined up against the wall by the firing squad, two of the crew mates accept that it's the end and silently look into each other's eyes and hold hands. It is is as touching as it is sad, and either makes you feel like a monster, or curse the social dices for letting a dark-sided character win the roll.
  • The ultimate fate of Revan in the game is both heartbreaking and rage-inducing. He is rescued from his centuries-long imprisonment by Republic players only to attempt to save the galaxy by wiping out the Sith species, otherwise known as around 97% of the Imperial population. Imperial players are sent to take him down, and as he (seemingly) dies, he echoes Malak's last words on how he is beyond redemption. Player Punch and Character Derailment do not even begin to cover how much this sucks for fans of the old games.
  • The dark side finale of the Directive 7 story mission can be really rough on people who like droids. C5-M3, who turned his back on his own kind to save every biological creature in the galaxy, rewarded by being memory-wiped to ensure he doesn't decide to rebel again. It's a toss-up as to which faction has the more depressing reaction: with the Empire he struggles and cries out he's a free being before his mind is wiped; with the Republic he's stunned, saying much the same words, but in a quiet, defeated voice.
  • Romancing Lana Beniko as a Jedi. She really is the kind of Noble Demon a lightsided Imperial will end up being. She kindly brushes off all suggestions of defecting, or learning Jedi ways, but the two of you are really Not So Different, and it ends with both of you acknowledging that, no matter how much you wish otherwise, you will likely have to be enemies when you meet again.
  • If you don't romance Lana or Theron yourself, there's a certain amount of tension between them, and not all the kind you'd expect. You might even start pulling for a miracle for those two crazy kids. Then Lana has to go be a Sith and stab Theron in the back, if for the greater good, and he can't trust her anymore.
  • Romancing Theron Shan as an Imperial character is also bittersweet. "Soon as we rejoin the fleet and make the jump to lightspeed, that's it. No more truce. You and I, we probably won't exchange another word ever again." His voice even sounds like it's cracking a bit near the end.
  • In the new Rise of the Emperor content, every class gets to experience the stab of failure that the Jedi Knight got to back at the end of chapter 1, when Ziost, which all eight classes had fought so hard to save, has every ounce of life on it apparently consumed by the Emperor. Yay?

    Jedi Knight Storyline 
  • On Alderaan, seeing Orgus Din get killed by Darth Angral in a holorecording, after just finally having cornered his last apprentice. What makes it worse is that it was initially thought that he was killed in a Sith attack, but fortunately managed to turn up and reunite with the Jedi Knight for one last time.
  • Uphrades. Occasionally the knight acknowledges how much this affected them. The mail you get after the fact doesn't really lessen the gut-punch. Millions of people living on a pleasant agricultural world, and Darth Angral decides to turn the entire planet into a fireball with his Devastator weapon. Then you're told that only a hundred or so survived.
    • And at Level 60, we get the events at Ziost. Now granted, these events happen to all classes, but to anyone playing a Knight, losing two planets can be a particularly hard Player Punch to take.
  • Lord Scourge, in a way. He reveals to you that his immortality came at the price of his ability to see color, his senses of taste and smell and touch, and the ability to feel emotion. He can't even really feel sad for his loss, though he does distantly remember what his favorite foods were and the color of his first love's eyes, and wants the ability to feel them back.
  • The other classes' Shadow of Revan quests are all about tying up loose ends or moving on to the future. The Jedi Knight just helps people. Just be a Jedi and help out around town, in ways most of them won't even remember. Of course, Master Orgus—and his return, with the implication it will be the last time, is rough too—wasn't telling you the whole truth. He thinks you need to heal, because the mental wounds left by the Emperor's domination are scabbed over, but not healing. You need to face them, he believes...and let go of the shame of what you did while you were in his thrall.

    Jedi Consular Storyline 
  • Senator Grell is captured from your ship at the end of Belsavis. You pull out all the stops; Tharan and Holiday do an epic job of hacking the kidnapper's systems, your crew moves to intercept. You and Nadia storm aboard as lightsaber-packing Big Damn Heroes...and it's just barely too late to save the Senator. Worse, the guy who tortured Grell to death is a Sith so badly screwed up he can't recall his own name, much less who hired him. The Sith's lying broken and babbling on the floor, having expended his use. Nadia is giving it everything she has with her uncontrolled Force abilities in a futile attempt to revive her dad, and there's nothing you can salvage from it.
  • The Reveal about the First Son can be played this way, especially if you have Tharan in the party at the time. Remember, Tharan openly distrusts Force-based mysticism. But he did consider Master Syo as his friend. So when he sees his friend taken hostage by something he cannot fight with science, logic, or reason, it turns into one of these, especially if the Consular picks the options that share in his dismay.
  • When you are constructing your holocron on Riishi, you get to hear snippets of the future via the Force. But one of them really hits doubly so if you're a female Consular:
    Felix Iresso: You were the best I ever knew. Goodbye, Jedi.
  • Adding another blow to the above? while recording your holocron, Master O'a gives a few hints—Nadia might take your holocron to her homeworld of Sar'kai after your death, and he implies that Felix's possible death is at the hands of a Sith—whose great-grandson may also find your holocron.

    Trooper Storyline 
  • The Trooper's class quest on Tatooine culminates in a Sadistic Choice: let the Imperials escape with state-of-the-art new bomb designs that they plan to test on civilians on some other frontier world, or let your former teammate - the man who gave you the warning about what the Imperials were doing and gave you the chance to stop them in the first place - die when the base self-destructs. There's not enough time to stop the explosion and still catch the Imperials, and he begs you to leave him behind and go after them; if you do, the game shows him in his cell as the base blows, sadly resigned to his fate. The email you get from General Garza afterwards just twists the knife:
    Lieutenant Fasser managed to recover Fuse's remains from the rubble on Tatooine.
    To keep up appearances, he'll be given an official burial; his record will show that he was killed in a transport crash.
  • Late game you are forced into another such choice regarding the fate of Sgt. Jaxo. Jaxo is a cute Republic Special Forces agent who worked with the trooper earlier on in his storyline, and if you were a male, was a minor romance option (and well liked by the player base). Eventually, you have to decide between condemning her to die by Explosive Decompression (with her begging and pleading for you to let her live), or sacrificing 300 Republic citizens being held prisoner by Imperials. The sheer number of otherwise Light Side trooper players who made the Dark Side choice to save Jaxo rather than the 300 prisoners is telling.
    • Worse still is if she's saved. Once she finds out that literally 300 people died to save her, she's hit with a massive bout of Survivor Guilt and refuses to even see the Trooper again.
    • Incidentally, all of your companions will condemn saving her over 300 people, except for Tanno Vik (who doesn't care what decision you make but wants you to make a decision before the Imperials blow the place up)...and M1-4X, who points out that she's a Special Forces so highly trained that as far as cost-benefit analysis goes, the 300 people combined are less valuable to the Republic in terms of lost credits than she is.
    • And just to twist the knife, if Jaxo died, you will receive a message from one of her friends/colleagues (?), who is tasked with sorting through her personal belongings. As Jaxo turns out to have no living relatives, that person just sends some of her stuff to you with a message that reads rather businesslike and unemotional... except the final line: "I miss her so much."
  • The fate of Eclipse Squad in Shadow of Revan. Patriots and good soldiers all—well, except for Tap—who thought Garza was using the Infinite Army augmentation process to turn them into better soldiers. And she did. For a while. They're very a dark mirror of Havoc Squad—not unlike the traitor Havocs were, but in a more tragic way—and combined with Garza anticipating being dismissed from her post if not the service and the hinted restructuring of Special Forces, it feels like the end of an era.
  • In the intro dialogue of Colicoid War Game (essentially gladiator games, but in space), Satele notes that she wishes the Republic shouldn't have to engage in such barbaric activity. The trooper tries to reassure her, but...
    Trooper: Havoc Squad handles details like this every day, Master Satele. If there's a battle to fight, we're there.
    Satele: Every day? I am sorry so many sacrifices are required of you, Captain.

  • The Trooper often shows up to try and save someone, but is too late, and they die right in front of them (An entire village on Balmorra, Agent Kellor on Voss). Elara tries to heal them, but all she can do is ease their pain.

    Smuggler Storyline 
  • During your first companion conversation with Corso, he will comment how awesome it is to be out in space, to be free and independent. One of the response that you can choose is a surprisingly cynical and honest interpretation of his/her own career, without any of the usual humor or charm present in the rest of the story. Spoken in a tone that was almost as if the captain is trying to talk Corso out of this line of work and walk away while he still can.
    Smuggler: We are criminals for hire, at the mercy of every Hutt in the galaxy. Don't romanticize it.
  • Feylara is a former lover of your archenemy and is going to such crazy lengths to impress him. However, she suffers a Villainous Breakdown and is crying in front of you. You have the option to kill her, but you also can spare her and tell her to find a better man.
  • On Hoth, when you track down the White Maw lieutenant and their "secret weapon," you burst into the room and there's the badass Twi'lek Dark Action Girl holding an Ugly Cute alien boy who calls her "Mama" and is scared out of his mind. The poor little fellow is a brain-damaged Force-sensitive who can shield an entire base from view - but only if he's scared. The White Maw regularly tortures the kid to keep him in a constant state of fear. The Twi'lek lieutenant has been trying to protect him as best she can, thinking the Republic and the Imperials will be worse for the tyke than the crime gang.
  • On one of Corso's side missions, you infiltrate an Imperial base on Balmorra to download some data for some of Corso's friends. While there, you kill an imperial officer - only for his wife to call on the holo. It turns out he was a resistance member, getting weapons to help fight back, and he stole an imperial uniform to help infiltrate the place. The worst part? She's lost so many people already - her parents, her children, her friends - that she doesn't feel grief anymore.

    Sith Warrior Storyline 
  • If you play as a female Sith warrior and marry Quinn, one of his love letters to you is about one having children together one day (or in his own words, an 'infant contingency report'). In which he writes in formal military language about the risk of you being weakened during the pregnancy, how to protect the infant against your enemies once he or she is born, etc. Although it is heartwarming in a way, it also highlighted the fact that despite all your power and authority, as a powerful Sith, you will never be able to enjoy a happy family life the same way that a normal person can and have to be constantly at guard against everyone that want to harm your loved ones.
  • Finding Vette's sister is bit of one. When you finally find her working as a 'dancer' on Nar Shaddaa she just says in a tired voice, "No women, no couples." It shows how much shit she has seen. She also doesn't recognize her own sister due to how long it's been and she so tired.
    • Finding her dead mother is even worse, especially if you're playing Light Side. There you are, fresh from freeing Vette from slavery, reuniting her with her old gang, helping her get her own back on Cada Bliss and claim the Star of Kala'uun and freeing her sister from Nar Shaddaa, you head to Tattooine, confident that you can reunite her family by freeing her mother. But you arrive days late, and can only help bury her.

    Sith Inquisitor Storyline 
  • Starting the game as a Light Sided Inquisitor, the second exchange you have is with Kory, a kind ex-slave (not unlike yourself), who encourages you to put up with Overseer Harkun's abuse. You might think that you have just found yourself an ally on this dark side-drenched planet, but fast-forward a mission or so, and Kory is deemed too soft for the Sith teachings by your higher-ups and executed in front of other acolytes as an example of how the kind and the supportive are crushed by the Sith training machine. And considering it is perfectly possible to play the Inquisitor as pure LS from the start, Kory's short life becomes even more tragic in her misfortune of being born in the Empire with Force sensitivity but not the cunning to pass off her kindness as shrewdness, like the LS Inquisitor does all the time.
  • Maybe this troper's just soft-hearted, but the dark-side ending to the quest "The Path of Power". When the Inquisitor arrives on Balmorra, s/he is greeted by Major Bessiker, a friendly, somewhat odd soldier who has been assigned to assist you. Throughout the entire questline he's helpful and reasonable, and takes pretty much all the Inquisitor's Inquisitor-ness in stride. Then he asks you to rescue his son, another Sith, who has been captured by rebels. Well, when you get there, the son talks about a holocron he found that leads the way to a powerful artifact. Since you are a Sith, you naturally get the option to kill him, take the holocron, get the artifact, then return to base. There you are confronted by a panicking Major Bessiker, who reveals that they had an agent at the base who caught the whole thing on camera. He's visibly distraught over the death of his son, asking you why you killed him, saying he trusted you to rescue him, and calling you a monster, ultimately having a breakdown and trying to kill you. The entire scene is depressing, and the music that plays during it is just the icing on the cake.
    • Just as depressing is what happens if you resolve it light-sided. See, when talking with his son, he reveals his disdain for "that old fool", as he calls his father, and insults you both if you spare him. You can either tell Bessiker about it, who responds in an absolutely heartbreakingly confused manner, or keep it a secret, in which case he goes on borderline worshipping his son without having any clue of his son's disdain—or the potential lethal danger of a Sith family member who cares nothing for him.
  • If playing Light-Side, the culmination of the Alderaan arc has Nomar Organa waiting for you with an ambush, revealing that he never had any intention of leaving the Jedi to reunite with Lady Rist, the woman who had pined for him for over 20 years. Considering that the Inquisitor had conducted themselves with honour throughout the quest, his callous betrayal and Holier Than Thou speech on Jedi virtues, makes it's very satisfying when you're forced to kill him.
  • At one point during a conversation to develop your relationship with her, Ashara will ask what you wish you could have been, if you weren't a Sith. One option, said very quietly with no trace of their usual snark:
    Inquisitor: I'd have settled for, "Not a slave".

    Bounty Hunter Storyline 
  • Braden's death. It drives Mako to tears, and almost immediately lets the hatred for Tarro set in.
  • On Nar Shaddaa, the player character is sent to kill a legendary assassin. After gathering info and weakening his forces, he goes for the player character's main contact, killing him and a childhood friend of Mako. This gets even worse if the player kept teasing Mako about a possible romance between the two.
  • After Nar Shaddaa's storyline, Mako is shaken by the loss of her childhood friend and by her encounter with the assassin, asking if she and the Hunter are Not So Different because the Hunter, she, and her friend's killer are all just killers for hire. The Hunter can try and justify it, or they sadly admit that they aren't any different. It gets a small affection loss from Mako as she sadly acknowledges her profession (that she's grown up with in Braden's stable) isn't noble at all.
  • The downfall of Hedarr Soongh. The youngest Grand Champion of the Great Hunt, he became a legendary Mandalorian warrior. However, several of his protegees decided that Tarro Blood's path of easy glory and riches was more appealing than the honorable way. He shows up to try and be the witness/referee to a deathmatch-duel between the Hunter and Blood's associates, only for Blood's associates (his former pupils) to gun him down. His last words to the Hunter are a plea that the Mandalorian people not go down Blood's path, and that the Hunter needs to find something worth fighting for, a cause higher than than money and fame.
  • When you go up against the Jedi Master at the end of Act One, but take the light side option and spare his Padawan after telling her to alert the rest of the ship of your plan to destroy it so the crew can evacuate, she sends you a letter saying that she feels sorry for you. Even after what happened, she figures that you're probably not evil, but very misguided. If you're playing a Light-sided Bounty Hunter, it's difficult not to conclude that she's probably right. Worse, is that she comes after you on Quesh. You don't get a chance to spare her that time, even if you might just want to at that point.
  • Depending on your point of view, the ceremony where you are crowned Grand Champion of the Great Hunt can be. Yes, one way or another, Tarro Blood is dead, Braden's dream is fulfilled, and the whole room is celebrating...But Braden is still dead. So are Hedarr Soongh, Mako's childhood friend, a Jedi Master, and a lot of other good people. And you're now pretty much wedded to that cesspit of an Empire for life and graduated from common mercenary to full-blown terrorist. The victory can seem very hollow indeed.
  • The main storyline on Taris. You've been sent to kill an exiled Mandalorian. Along the way, you talk with his son, future squadmate Torian Cadera. When you catch up to the man, Jicoln doesn't beg for his life. He just wants to talk with Torian.
    • And it becomes even more of a tear jerker if you agree to his request. It's not shown onscreen, except for the last part where Jicoln says he fought a righteous battle and nothing would get him to see otherwise, but whatever Jicoln said clearly causes Torian to see his father differently, and become more reluctant to kill him. (Earlier, Torian had no qualms at all about killing his father.)
      • For the ultimate culmination is if you follow up by letting Torian decide what to do with Jicoln. Which leads to this exchange:
        Torian: I'm sorry. (draws blaster)
        Jicoln: Gar talden ni jaonyc, gar sa buir, ori'wadaas'la. note 
        Torian: I'll do our name proud. (kills him)
  • The new Shadow of Revan Bounty Hunter story mission springs Crysta Markon's death defending her daughter on you. You get to have a nice Roaring Rampage of Revenge, though.

    Imperial Agent Storyline 
  • Similar to the Inquisitor's "Not a slave" quote above, the IA may get a similar moment in the chapter two finale. When Watcher X asks you what you want to do now that you essentially mind-control yourself, one possible reply is: "No more codewords. No more control." The Agent may not have been a slave who became Sith but they know just as well how little their freedom meant to the people they trusted the hard way, and the utterly serious way they deliver that line, without a trace of their usual suaveness, shows how deeply being tugged along on a string has affected them. Culminates in a mini-Awesome Moment when it's revealed that (for story purposes anyway) as a result, the agent is completely immune to mind control, or at least tech-based mind control, including kinds they've never encountered before.
  • The endgame of Chapter 3 is bleakly depressing, in a way. After chasing the Star Cabal for a chapter and a half, you finally get your confrontation with Hunter. What you're faced with is someone who never really had a chance; someone so utterly screwed up by life that the Agent is the closest thing she has to a friend. And once it's all over, it's likely no one will ever remember her, save for the Agent and their crew. The scene is heartbreaking, as is one of the Agent's potential goodbyes (the VAs manage to make the unlikeliest of lines sound comforting):
    You were the best enemy I could have wished for.

    Knights of the Fallen Empire 
  • The trailer for the Knights of the Fallen Empire expansion has Arcann murder his brother by accident in a blind rage. They've been through everything together, through their training and their nation's war against both the Sith Empire and the Republic, and all the time clasping one another's arms when they need one another's support...and the last time that they do that is while Thexan, Arcann's twin brother, is dying from a wound he inflicted, his grip gradually slipping until he finally dies.
    • Things don't improve in the short story 'Brothers', available on the site. It takes place after Arcann's injury that costs him both his left arm and most of his face, when Thexan reflects on the way the tragedy has changed them both. While both brothers once shared everything together, and while Thexan still thinks highly of his strategically gifted Brother, he notes that Arcann now possesses a rage that Thexan doesn't possess. And then, he notes at the end of the story, is this line, which is a massive Red Herring and Yank the Dog's Chain in one:
      Cold, metal fingers squeezed my arm and lit a flame of hope inside me. They say time heals all wounds.
  • As an Empire player, seeing Darth Marr being blasted by Valkorion and him just laying there, not getting up. And in Chapter 5, he comes back as a Force Ghost while talking to Satele, which means him being dead is now practically a guarantee. After everything you've been through to see him go down like that is just depressing. The Empire has lost one of its greatest heroes.
  • Everything about Senya's revelation that she's the mother of Arcann and Vaylin. There's just so much sorrow and regret in her voice as she talks about how she loved them so much and tried to save them from Valkorian, but they spurned her in favor of the father who spurned them.
  • HK-55's death. He notices the Outlander is outmatched against Arkann and jumps in front of them to protect them from a fatal blow. Making things worse is how SCORPIO coldly dismisses him as "inferior" and "fated for scrap anyway" afterwards, and how there's no time to recover his data core. He's really dead forever.
    • Although he does get rebuilt, however he is only accessible if the player was subscribed to the game for a brief moment of time
  • The letters from the Outlander's Love Interest, written during the Time Skip, are this if they aren't heartwarming. Some, like Kira's, start off cheerfully, with well-wishes and declarations that they know the Outlander isn't dead, before 180'ing into talks of how everything is falling apart and begging them to come back. Others, like Quinn's, have the writer beating themselves up for not being with the Outlander in their time of need. All are depressing.
    • Ashara's in particular screams of Death Seeker and/or suicidal tendencies.
      Everyone says you're dead. I thought I'd feel the empty place in the Force that was your presence. I search, but I find nothing. It's like you were never there.
      […] The Sith and Jedi are helpless against this enemy. I've left them all behind. I never belonged to those failed orders, no more than you did. We were always something special. Now it's just me.
      Something's drawing me to the darkness beyond the edge of Wild Space. Maybe there will be answers waiting for me. Maybe I won't be alone anymore. I wish you were going with me.
    • Jorgan’s letter is rather short and somewhat terse, because the Eternal Empire has invaded and he can’t get a break from the front lines, so he’s hastily writing it in a foxhole. He mentions how it sucks to be fighting a losing war, how he’s constantly in danger and is just plain-out tired…then says he wouldn’t mind any of it if the Outlander was with him. He closes the letter with a quietly heartbroken plea for her to come home. Anyone who's ever played Mass Effect will probably be getting some serious Shepard vibes from it.
      • It's worth noting that his letter is the only letter that refers to the player character as a spouse (specifically wife as he's only romancable by female troopers). And remember Cathar mate for life. They don't DO divorce or remarriage. (remember Sylvar from the Tales of the Jedi series) Jorgan even mentions just how big a deal taking a mate is for Cathar in his romance line.
      • Not to mention that Jorgan's letter mentions that he sent it after your character was gone for two months, refusing to believe you were dead, but mentioning how hard it is to fight without you by his side. By the time you've awakened, you've been gone for 5 years. How much has Jorgan had to go through in that gap?
    • If the Outlander was a Bounty Hunter who married Torian, the letter was sent in the belief that she was watching from the Mandalorian Warrior Heaven afterlife. Know how people sometimes write letters to the deceased? That's what he did. So while it's heartwarming, it's also a major source of tears.
      A Mando knows every mission could be the last. None of us can count on seeing the next sunrise. There's only now. Sometimes we get lucky, and we march together all our lives. Sometimes we only get a single battle. You and I had a few years.
      They were good years.
      You honored me. You saved my life. You loved me better than anyone ever has. I'll repay those debts. I'll carry your memory with me on every hunt I take untill the day I die.
      The ones who killed you are invading Imperial space. They think we won't fight back. They're wrong. Mandalore is gathering the clans, and I'm answering his call. 'Ret'urcye mhi'note  doesn't mean goodbye—it means 'Maybe we'll see each other again.' If there's another life beyond this one, I hope we do.
    • Meanwhile, for Bounty Hunters who married Mako... your apparent death finally managed to Break the Cutie. Citing Bradon, Crysta, and now you, she asserts that all the bounty hunter business has done is take away the people she cares about. Combine that with her "I told you so" comment and the whole thing screams Never Be Hurt Again.
    • Even the tough-as-nails Dark Action Girls, Jaesa and Kaliyo, have these kinds of letters, once you read past the anger. Jaesa says she “feels nothing” anymore, and then hastily tries to deny she's grieving; she knew that everything ends eventually, so why should she cry over the Outlander being gone, and why is she writing to a dead man? Kaliyo, meanwhile, rather bitterly says she thought they had a good thing going, but it looks like she was wrong. That’s okay, though, she’s learned by now that men aren’t worth crying over, and swears to Never Be Hurt Again. Neither of them is dealing with their grief in a healthy way, and it's very heartbreaking to see.
    • Vette's letter is even worse. She can't stop playing through her head how you "died", and says she'd like to imagine you went down swinging, but she'll never know for sure and can't get closure. Most of all, though, she just wonders if you had time to think about her before the end. ...I just have something in both my eyes, okay?
  • The end of Chapter 13, regardless of your choices up to that point, is rough. To wit, almost the entirety of the reformed Havoc Squad died on the mission to the Hyperwave Relay, regardless of who you had do what. Only Jorgan, Kaliyo, and maybe one other Havoc member survive (there are six members in Jorgan's Havoc, but only four coffins). Jorgan, having lost Havoc Squad yet again, takes his frustrations out on Kaliyo, who has such little understanding of Jorgan's pain that she treats it as a very personal attack. Your character, whether Sith Lord, Jedi Master, or random Smuggler or bounty hunter, can blame themselves for not being there when the decisions were hardest. The whole thing is very somber and humbling, especially after having just pulled a heist that would make Ocean blush.
    • You can alternately chew them both out for failing, then shoot and kill one to make an example. Even if they're your spouse, and if they ARE, the shock and betrayal in their voice as their husband/wife murders them for one failure, along with the Outlander's complete coldness at killing their loved one, is both shockingly sad and horrifying.
http://tvtropes.org/pmwiki/pmwiki.php/TearJerker/StarWarsTheOldRepublic