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Video Game: Knights of the Old Republic
"Savior, conqueror, hero, villain. You are all of these things ... and yet you are nothing. In the end, you belong to neither the light nor the darkness. You will forever stand alone."
Darth Malak

A 2003 RPG developed by BioWare, set in the Star Wars universe, four millennia (or, to be precise, 3,956 years) prior to the events of the film that started that all, Episode IV: A New Hope. It follows the story of an unremarkable, customizable Republic soldier who ends up on a doomed starship in the middle of a war between the noble Republic and the villainous Sith Empire, ruled by Dark Lord of the Sith Darth Malak. The events that follow, starting with a quest to rescue a Jedi with the powers of Battle Meditation, become the focus of both sides of the conflict and could tip the balance either way in the war.. It eventually escalates to a confrontation between the protagonist and Darth Malak himself... and, after The Reveal, it gets personal.

The game is notable for its numerous tongue-in-cheek movie references and for being surprisingly better than the typical licensed game. This success can be attributed to not being a direct tie-in despite being based on a licensed property, thus avoiding a deadline to meet the movie's release. The plot was essentially Neverwinter Nights meets Baldur's Gate, but not enough to be classified as Recycled In SPACE.

The game was also instrumental to solidifying the Xbox as a versatile console (though, like most "exclusives" for the original Xbox, was also on the PC); before KOTOR, the system had a distinct lack of roleplaying games and was derisively called an "FPS Box" due to the inordinate number of shooters on it.

It spawned a sequel by Obsidian Entertainment, Knights of the Old Republic II: The Sith Lords.

In 2006, the series saw a cross-media spin-off in the form of a prequel comic series, written by John Jackson Miller and published by Dark Horse Comics. The series started eight years before the first game and follows the course of the Mandalorian Wars, most prominently the adventures of Zayne Carrick, a wrongly accused Jedi Padawan on the run. So far, it has been remarkable for many a Red Herring, Revision and Author's Saving Throw; the author, having planned it for many issues in advance, apparently likes watching wild fan theories run amok.

In 2008, BioWare officially announced that there was to be an MMORPG set in the Knights of the Old Republic universe/time period, titled The Old Republic. However, this is not a sequel but more of a spin-off. For the record, Penny Arcade called it back in 2006.

A true sequel, Knights of the Old Republic III, was canceled during advanced pre-production back in 2004. This was due to LucasArts hitting a rough patch financially. (Comments from the BioWare developers indicate that much of the planned content for KotOR 3 made its way into TOR, however.)

In 2011, a novel by Drew Karpyshyn (Writer for BioWare and KOTOR) called Star Wars: The Old Republic: Revan was published. The story helps explain some of what happened after the second game and sets up some of what will occur in TOR.

In 2013 KOTOR was released on iPad.

For those who are curious, the first game's player character is male.


These games provide examples of:

    open/close all folders 

     KOTOR I 
  • Abandon Ship: The game begins this way, with you and Carth escaping from the Endar Spire as the ship is attacked by the Sith.
  • Absurdly Spacious Sewer: The sewer where you rescue Zaalbar is large enough to hide a rancor in, though notably it also can't escape because it's grown far too large to exit that particular room.
  • Academy of Evil: The Sith Academy on Korriban.
  • Acid Pool: There is one in Naga Sadow's tomb.
  • Actually Pretty Funny: On Korriban, you get accosted by a group of Sith, and you can avoid a fight with them if you can amuse them. You have the option of telling them a Mandalorean joke. Even though the Sith are quite hostile to you, they admit that your joke was actually pretty funny, and they let you go.
  • Affably Evil: Both the headmasters of the Sith Academy are terribly polite, ready to answer questions, and very pleased when you eliminate another student or help them backstab each other.
  • Alpha Bitch: Lashowe comes across as one, especially if you first encounter her as a female character.
    Lashowe: Quite literally, whether you live or die depends upon our whim. What do you think of that, hmmm?
    ...
    Lashowe: What do you say? Amuse us. Make us laugh, and we just might consider allowing you to live.
    • Which makes it all the more satisfying when you get to kill her later.
  • Amnesiac Dissonance: Darth Revan, who turns out to be the player character. No matter whether Revan turns to the light or the dark side, the ex-Sith always ends up killing Darth Malak. Though the game give both choices a motive for doing so.
  • Amnesiac Hero: Revan.
  • Amoral Attorney: One of the Courtroom Episodes on Manaan (Jolee's personal quest) has you in the role of defense attorney rather than defendant. It's entirely possible to get your client acquitted even if you know full well that he is guilty, and it is not considered a dark-side action.
  • Ancient Conspiracy: The Genoharadan.
  • Ancient Keeper: The Rakata Elders.
  • And I Must Scream: One of The Precursors has been trapped inside a mind prison (which is nothing more than a giant empty white space that goes on forever) with nothing to do for more than 10,000 years.
  • Armor-Piercing Question: While infiltrating the Sith Academy, you meet a woman with a tragic past that made her receptive to the Sith philosophy. She was enslaved and abused. She finally escaped and originally trained as a Jedi. However, she wanted revenge for all that was done to her and other slaves. Here is part of the dialogue tree that leads to her beginning to question the ways of the Sith...
    Yuthura: I wanted to use the Force to free the other slaves I knew, to fight for what I knew was right. The Jedi restrained me until I couldn't stand it any more. They claim the dark side is evil, but that isn't so. Sometimes anger and hatred are deserved and right. Sometimes things change because of it.
    Player Character: But not always. Mostly it makes things worse.
    Yuthura: Any failure to get the results I want is due to a lack of power on my part. That can change, in time. As a Sith, my mettle is tested far more than when I was a Padawan. I know this may sound strange, but only my compassion stands in my way, now. Once that is gone, let the slavers beware.
    Player Character: But...if you lose your compassion, will you still care about those slaves?
    Yuthura: [sounding unsure] I...yes, of course. I—I mean...losing my compassion as in...holding back...
  • Artifact of Doom: The Star Forge. Only the very strong such as Darth Revan and Darth Malak can control it. Weaker beings receive an unhappy fate.
  • Ass Shove: The prisoner and the hacker's tool.
  • Awful Truth: The revelation that the player character is Darth Revan.
  • Awesome Moment of Crowning:
    • In the Light Side ending, Revan and the Ebon Hawk crew are awarded the Cross of Glory - the highest award given by the Old Republic - by Admiral Dodonna.
    • In the Dark Side ending, Revan reclaims the title of the Dark Lord of the Sith, to the cheers of Bastila and the Sith army.
  • Badass Grandpa: Jolee Bindo.
  • Bald of Evil: Uthar Wynn, Darth Malak and Darth Bandon.
  • Barrier Maiden: Bastila Shan.
  • Black and White Morality: Embraced by the first game.
  • Black Knight: Revan fits this trope in the events preceding the game.
  • Black Mage: Characters with their experience put into Force abilities fit this role.
  • Blood Knight: Bendak Starkiller will only fight duels to the death. The Iridorian Mercenary on Manaan is an extreme example: while he works for credits, he considers making his enemies die painfully a far better reward.
  • Brainwashing For The Greater Good: The Jedi council does this to the PC.
  • Broken Pedestal:
    • Carth was scarred when his mentor and idol, Saul Karath, turned out to be working for the Sith.
    • Mission's personal quest involves finding out her brother deliberately left her behind when he left Taris.
  • Cassandra Truth: If Korriban is the last world you complete, you have the option of telling people there that you are Darth Revan. Almost no one believes you.
  • Central Theme: Is redemption truly possible? In the Light Side ending, Revan proves that it is by redeeming both him/herself and Malak, while in the Dark Side ending, the answer is clearly no.
  • Character Select Forcing: A minor example. The final boss battle includes a Shoot the Medic First scenario. However, unless you've chosen a force skill capable of damaging the medic pods (saber throw, drain life, destroy droid), you can't so much as touch them. If this doesn't sound too annoying, note that the boss not only heals every time he uses up a pod, but gets stronger, as well.
  • Courtroom Episode: Jolee Bindo's companion sidequest.
  • Cowardly Boss: Darth Malak. After his health drops to a certain point, he runs away from you to drain life energy from the captive bodies of jedi that he took when his forces attacked Dantooine.
  • Cutscene Incompetence: Omnipresent in the first game.
  • The Dark Side Will Make You Forget: Yuthura Ban joined the Sith to gain the power to end slavery, but is now more concerned with advancing her own power within the Sith hierarchy.
    • Ambiguously the case with Revan as well. We know Revan and Malak said Screwthe Rules Im Doing Whats Right when they fought the Mandalorians, but then they went into the unknown and got their shebs kicked by the Sith Emperor and were turned , coming back as conquerers. Worse, most of anything we know about Revan comes from sources that take Jedi Truth into a high artform.
  • Dirty Coward: On Dantooine, a farmer asks the Mandalorians who are threatening him to take his wife and children instead.
  • Discard and Draw: After finishing Taris, you trade your starting class for a Jedi class. This completely alters your feat and skill progression, including negating any of the automatic feats you would have gained otherwise. You do get to keep whatever feats you already had, however, and any class skills are preserved over the switch.
  • Do Well, But Not Perfect: Due to the way the swoop race on Taris is set up, it is self-defeating to make a flawless run on the first try, because your opponent will then beat you by a few seconds and you have to top that. The sensible way to win is to use your first run as a practice run (or hit every single obstacle to make your time horrible), then do a good run to beat the new score by a wide margin.
  • Drop Pod: Mandalorians use Basilisk war droids for this purpose. Some supplemental material suggests they ride these things to the planets surface. Yes, on the outside of the droid, like a mount. This becomes weird when you see a Basilisk in the sequel and it looks like a regular star fighter, as opposed to the more beast-like machine you see in comics.
    • Later canon reveals that there are at least three kinds of Basilisks. The first is the aforementioned droids, the second are the kind that show up in the second game, and the third are the enslaved Basilisks, which are dragon-like lizards that can be ridden on, even in space.
  • Drunk on the Dark Side: Most Sith manage to just be Smug Supers, but some of the students on Korriban are elated at becoming Sith. Needless to say, a lot of them will be dead by the time you leave the planet.
  • Early Bird Boss: The Sith Governor from the first game has a lot of health and uses Force Powers, while your only Jedi party member at that point is a Jedi Sentinel.
    • Juhani serves the same role after you become a Jedi yourself, serving as your first taste of one-on-one lightsaber combat, after being introduced to it with kath hounds that die in two or three hits even if your gun-toting allies don't get a few shots off at them first.
  • Eldritch Starship: The Star Forge is a station made from technology merged with the Force. It's bound to give off vibes of this.
  • Enemy Summoner: The Star Forge makes lots of ships and enemy battle droids.
  • Enigmatic Minion: If you view Jolee as a minion. He certainly has no problem admitting that he can be enigmatic.
    Jolee: I'm old, dammit. I'm allowed to be enigmatic when I want to be!
  • Evil All Along: Played with, when it turns out that you, the player character are Darth Revan, former Big Bad of the setting, but didn't know it thanks to Laser-Guided Amnesia from the Jedi Council, leading to an Inverse of Criminal Amnesiac if you decide to return to The Dark Side.
  • Evil Is Petty: Often the actions that gain you Dark Side points amount to you threatening people and being a dick for no other reason than it's EVIL!!! For example, you get a quest from a widow to recover a valuable artifact so she can sell it and support herself. You can choose to give it to her or sell it and keep the profits for yourself. But to complete the quest on the Dark path, you need to go back and tell her to her face that you're keeping it. Apparently just because it's fun to see her cry.
  • Fake Longevity: The Random Encounters during space travel, which have no reward at all.
  • Fake Memories: The memories of Revan were quite malleable.
  • The Farmer And The Viper: Jolee relates this story as the reason he's escorting the player character.
  • Feed It a Bomb: The giant rancor in the sewers has to be killed by getting it to swallow a grenade, although it is possible to kill him by using hit-and-run grenade throwing, as he can not follow you back into the tunnels.
  • Flaunting Your Fleets: In the darkside ending.
  • Foreshadowing: The first game had mountains of it leading up to The Reveal, they even have a cut scene with some of it.
    • It is also foreshadowed that Bastila will turn to the dark side: read the description of the double-bladed lightsaber.
  • Freudian Trio: Carth is The McCoy, Bastila The Spock, and the payer character (can be) The Kirk.
  • Gang Bangers: The Black Vulkars and the Hidden Beks of Taris.
  • Gay Option: Juhani, though her romance arc is not fully-developed like Carth's or Bastila's. See Hide Your Lesbians below.
  • Genocide Backfire: One of the few people who escape the bombardment of Taris is the exact person Malak intended it to kill.
  • Glass Cannon: Mission Vao. Give her nice guns and take advantage of her Sneak Attack, and she strikes for Massive Damage, but she can't take a lot of hits.
  • Gratuitous Foreign Language: Juhani is a Finnish name, probably chosen to sound exotic. The bad thing is, it's a man's name, the Finnish equivalent of John.
    • Also pronounced incorrectly, as Finnish J's are pronounced as Y's.
  • The Guards Must Be Crazy: It is remarkably easy to bamboozle, sneak around, or outright overpower nearly every Sith soldier in the first game. The only exception is the first Sith Guard underground in Taris who is accompanied by Turrets. There's no getting by him since he will not budge in dialogue options (even hackers using max stats can't make it through) and the turrets kill many characters in a single hit.
  • Have You Tried Not Being a Monster?: It is likely not a coincidence that Rahasia Sandral and Shen Matale, two lovers whose families are currently in a feud, "happen" to be a mixed race couple.
  • Healing Potion: Medpacks have the same use as potions in other RPGs.
  • He Knows About Timed Hits: Trask.
  • Hide Your Lesbians: Juhani and Belaya, as well as Juhani's romance with the female Player Character, thanks, apparently, to LucasArts having a meltdown at the idea of homosexual characters in Star Wars.
  • Hypocritical Humor:
    • HK-47 after the player character complains being called a meat-bag. "Did I say that out loud? I apologise, master. While you are a meat-bag, I suppose I should not call you such."
    • Canderous thinks you're weak and inferior to Mandelorians for wanting to use combat stimms. Why yes, you can have some of the massive stash he keeps on him.
  • I Am Not a Gun:
    • An assassin droid on Korriban in the first game.
    • HK-47 averts this by claiming, "I am the weapon, not the wielder."
  • I Know You Are In There Somewhere Fight: With Bastila. Also, female, Dark-side Revan with Carth.
  • Inevitable Tournament: No matter what you do, you will be required to win the Taris Undercity swoop racing championship in order to rescue Bastila.
  • Infinity+1 Sword: Cassus Fett's Heavy Pistol is the most powerful blaster in KotOR 1, and pretty essential for a good gunslinger endgame, but it is expensive to buy, available in only one location, and needs upgrades to achieve its full potential, so you'll probably only get it after spending a fair time grinding your XP and credits.
  • Ironic Echo: A conversation between Carth and Canderous about how they were on opposing sides not too long ago has "Nice speech. I bet you tell yourself that every night so you can sleep."
  • It's Personal: Besides the Final Battle, there is also your meeting with Darth Bandon, who killed your Ninja Butterfly friend at the beginning of the game.
    Player Character: Hey! You were on the Endar Spire! You killed Trask! You'll pay for that!
  • It Will Never Catch On: When the Czerka Corp executives are about to abandon their mining operation on Tatooine, one of them laments over the fact they wouldn't be able to take the heavy equipment back with them. Another responds along the lines of "What could possibly happen? Can you imagine a Jawa trying to drive a sandcrawler?"
  • Jury and Witness Tampering: During Sunry's murder trial on Manaan it's possible for the player to use Force Persuade to make witnesses perjure themselves.
  • Just You And Me And My Guards: After you're manipulated into killing off the Genoharadan leadership, you can challenge the one now in charge to a duel. He'll bring backup, as can you. There's dialog for either situation.
  • Kick the Dog: Saul revealing to Carth his companion is Revan, which can be a double-ouch if Carth is romancing the player character.
    • Kick The Sonof A Bitch: It's this scene, in particular, that even many doing a light side mastery playthrough struggle with.
  • Kleptomaniac Hero: You can loot and steal to your heart's content without getting Dark Side points for it. Robbing the occupied apartments on Taris can make you feel like a dick, though, as the already poor families living there beg you not to hurt them while you take whatever little they have left. The only real subversion is the Sand People Enclave: even attempting to open any of the wicker baskets turns the entire tribe hostile.
  • Knight in Sour Armor: Jolee Bindo fits this trope exceptionally well. He left the Jedi order not because he didn't believe in their cause, but because he did not believe in their methods. Carth Onasi has become jaded and cynical after some serious personal trauma, but retains a commitment to basic kindness and decency.
  • Large and in Charge: Darth Goddamned Malak. Choose any gender/class other than male soldier, and he will dwarf you when you go toe-to-toe. In the vision cutscenes, Malak has a whole head over Revan.
  • Large Ham: The Duel Arena announcer
    "LAAAAADIIEEES AAAAANNNND GENTLEMEN! We have a veeeeerrryyyy special PRE-SEN-TATION for you tonight!!!
  • Last-Second Chance: In the first game, if you are lightsided enough, you can offer one to almost every Dark Jedi. Malak is the only one who will not accept it.
    Player Character: This is your last chance, Malak. Surrender.
    Malak: No, Revan. This time our confrontation can only end in death... yours or mine.
    • Bastila (if you saved her this way, which would have been a few minutes earlier) expresses amazement you even bothered to try with Malak.
  • Last-Second Ending Choice: Your final side is chosen in one action right near the end of the game.
  • Let Me Tell You a Story: Jolee Bindo is prone to this.
  • Living Ship: Malak suggests the Star Forge is this.
    "The Star Forge is more than just a space station. In some ways, it is like a living creature. It hungers. And it can feed on the dark side that is within all of us."
  • Love Redeems: On the Star Forge you are given the opportunity to redeem Bastila, who has fallen to the dark side. You can try to do this by appealing to her training as a Jedi or to basic morality, but if you pursued the relationship side quest you can redeem her more easily by telling her that you love her. Subverted rather cruelly with Carth and the Dark Side Female PC; he tries, but the only possible results are for the PC to kill him herself or let Bastila do it for her. The ending in which he would have been able to succeed and Revan sacrifices herself was cut from the official release of the game. Jolee says it best:
    "Love doesn't lead to the dark side. Passion can lead to rage and fear, and can be controlled, but passion is not the same thing as love. Controlling your passions while being in love, that's what they should teach you to beware, but love itself will save you, not condemn you."
  • Monster Progenitor: Played straight. A giant shark on Manaan is called the Progenitor and is believed to be the ancestor of the Selkath.
  • Mugging the Monster:
    • A gang on Taris tries to sell Bastila into slavery, mistaking her for a normal Republic naval officer. She easily escapes once the player provides an opportunity, and points out that the player was not really necessary.
    • On Korriban the various Sith students all threaten the player's party. Verges into Bullying The Dragon territory if they recognize that you are a Jedi and thus are already trained in use of the Force.
  • Naval Blockade: Around Taris during the first part of the game.
  • No One Could Survive That: Calo Nord; actually lampshaded.
    Calo Nord: I am hard to kill, Lord Malak.
  • Non-Standard Game Over: The Court of Manaan will sentence you to death if you can't prove the Sith violated the neutrality act (therefore justifying your own actions for breaking into their base) or if you plead guilty.
  • Orbital Bombardment: Twice by the Sith, once on-screen (the destruction of Taris, which provides the page picture), and once off-screen (the destruction of the Jedi Enclave on Dantooine; we see the results in the second game).
  • Out-of-Genre Experience: In addition the aforementioned Courtroom Episode, one sidequest is basically CSI: Dantooine.
  • The Paragon Always Rebels: Revan. And Bastila.
  • People Jars: The tubes from the final battle. Also, the strange box you can get from Lurze Kesh on Korriban might count.
  • The Power of Love: Jolee Bindo is an advocate of Force users using love because he believes love can save a person. This is the reason he and the Jedi Order are not on good terms.
  • Precursors: Rakata.
  • Red Right Hand: Malak is missing his entire jaw so he uses a metallic prosthetic to cover it up.
  • Replacement Goldfish: "Wow. She really misses her droid, doesn't she?" Please note that this Cargo Ship carries an extra-large express delivery of Squick if you think about it too much. Please don't.
    Carth: I've never felt so sorry for a droid before.
  • Rescue Introduction: Bastila. Or as she'll insist, she rescued you.
  • Rescue Romance: Somehow works for both male and female player characters. A male character rescues Bastila (though she vehemently denies that she needed your help), and a female character is rescued by Carth.
  • Robo Sexual: Elise Montagne is revealed to be one near the end of her quest.
  • Rocky Roll Call / Say My Name: In the "Sandral-Matale Feud" quest:
    Rahasia: Father!
    Shen: Mr. Matale!
    Mr. Matale: Rahasia!
    (Shen's father shows up)
    Shen: Father!
    Rahasia: Mr. Sandral!
    Matale: Nurik!
    Sandral: Ahlan!
    Player character: Donkey?
  • Romancing the Widow: Carth's romance subplot.
  • Running The Blockade: When main characters escape Taris through the Sith blockade of the planet aboard the Ebon Hawk, using the Sith's own ID codes to keep from being automatically targeted and shot down.
  • Screw the Rules, I'm Doing What's Right: Towards the conclusion of the Star Map question on Manaan, the player character learns that several members of the Manaan government have been working with the Republic to get them increased quantities of kolto, despite Manaan's official neutrality in the conflict. They know that, if the Republic should fall, the Sith will not respect Manaan's independence, and they would rather break their own laws against taking part than wait for the invasion fleet.
  • Sealed Evil in a Can: The Sith Lord Ajunta Pall who has spent millennia in his tomb. The Star Maps can also been seen as this since they are often related to the Dark Side due to altering their surroundings (making creatures like a Krayt Dragon not only larger but more ferocious).
  • Shoot the Shaggy Dog:
    • The opening missions on Taris. Everybody you help dies almost immediately afterwards, when the Sith fleet glasses the planet. The Old Republic MMO reveals the Outcasts, who Revan canonically helps, survived a few more generations, barely clinging to life and slowly losing what little technology they had to the ravages of time in a Scavenger World, before dying all alone from radiation poisoning in a monster-infested wasteland a full century before recovery efforts began with the galaxy at large completely oblivious to their existence.
    • Dantooine is conquered and its Jedi Enclave is destroyed towards the climax, rendering all the aid you provided there meaningless.
    • A more minor example on Kashyyyk: It's possible to help a man caught unfairly in debt slavery right near the space dock. If you then later lead the Wookies in a rebellion against Czerka Corp, the man you helped mysteriously disappears ... hope you enjoyed those ten minutes of freedom.
  • "Shut Up" Kiss: The "consummating" dialog options for the PC/Bastila romance are "Shut up and kiss me, you babbling fool," or "I love you, Bastila. And I know you love me." If you choose the latter:
    Bastila: Okay, you've made your point. Now shut up and kiss me, you fool.
  • Sickeningly Sweethearts: Shen and Rahasia in an infamous optional sidequest on Dantooine where you have to restore peace between their two feuding rich families.
  • Silent Whisper: Saul Karath in his last moments, whispers Revan's identity to Carth Onasi in this manner. Carth doesn't take it well.
  • Smug Super: The Sith in general. Not so much the rank-and-file grunts, but the Dark Jedi will rub it in your face.
  • Space Compression: Jolee Bindo lampshades this in the first game, sarcastically suggesting that the main Sith planet has only 12 or 13 Sith (an estimate not far off, depending on who you count).
  • Spoiled Brat: Brejik of the Black Vulkars comes off as this - he joined the gang and dedicated it to wiping out the Hidden Beks simply because the Beks' leader didn't think he was ready to take his place, tries to rescind his prize in the swoop race because the player wins (though his reasoning is sound - the player cheats by way of a prototype accelerator on their bike - he only knows about and is protesting it because it wasn't one of his riders using it), and when others protest over this also being against the rules, he basically tells them that he can do it just because he wants to. It's rather satisfying when Bastila frees herself on her own and helps you kill the brat not a minute later.
  • Standard Evil Empire Hierarchy
  • Star Power: Partially. The Star Forge draws power from a nearby star (and is also probably using the material as mass for construction) but also feeds on the Dark Side energies found within various beings.
  • Super Soldier: The character can be this if he or she chooses the soldier class. It is later revealed that the player character is Darth Revan, who is a very powerful Force user skilled enough to defeat Mandalore, the strongest of the Mandalorians. But Canderous is probably the best example. He is a large muscular soldier of the Ordo Clan and will gladly boast of how tough the Mandalorians are, going so far as to say they did not care about Kolto, a very effective healing medicine, during their conquest since they are a hardy people.
  • Sympathetic Murderer: To some people, Sunry.
  • Take a Third Option: The murder investigation on Dantooine. One of them did it, the other was planning to.
  • Taking You with Me: At the near end of the Taris level, Calo Nord tried this unsuccessfully.
  • Tomato Surprise: Wanna know whose face that hides behind Revan's mask? Yours.
  • Too Dumb to Live: One of the Sith on Korriban tries to shake you down for the artifact you just collected from a dangerous temple, reasoning that all he had to do was wait for someone to get it for him so he wouldn't have to fight his way through it. He has apparently failed to consider that anyone badass enough to get through the temple will be more badass than him. Furthermore, he is also too dumb to confirm that the artifact is authentic (there are two fakes you can pick up with the real one), and gets himself killed by the Sith master for his incompetence if you pass him a fake.
  • Truce Zone: Manaan, because of its trade in medical supplies.
  • Unholy Matrimony: The outcome of Bastila's romance arc in the Dark Side ending.
  • Urban Segregation: Taris.
  • The Virus: The Rakghouls of Taris.
  • We Have Reserves: Malak orders the bombardment of Taris despite the presence of his own troops on the surface.
  • Well, Excuse Me, Princess!: The dynamic of the romance subplots, for both genders — either you are the frustrated male dealing with Bastila or the frustrating female dealing with Carth.
  • Wham Line: "You cannot hide from what you once were, Revan."
  • Why Won't You Die?: Mission's Battle Cry is an exasperated "Just die already!"
  • You Do NOT Want To Know: The player character is treated to this little exchange during a sidequest on Dantooine:
    C8-42: "I'm afraid my owner became a bit too attached to me. Obsessed even. She...she tried to treat me as her dead husband. It was not healthy for her."
    Player Character: "Er... ALL the time?"
    C8-42: "You don't want to know..."
    Player Character: "Um... probably not..."
  • You Had Us Worried There: In the Light Side ending.
  • Younger than They Look: Mission is only fourteen years old.

    Both/Unsorted 
  • Action Girl: Numerous. Bastila, Juhani, and Mission in the first game qualify, plus the PC if you select one of the three female options. In the second game you have Visas, Mira, and the Handmaiden. Canonically, the Jedi Exile is also a woman.
  • AFGNCAAP: Both games, naturally. It's actually directly invoked in the first game by the Jedi Council as the cover identity for the player character, who is really an amnesiac Darth Revan.
  • After Combat Recovery
  • Alignment-Based Endings: In Knights of the Old Republic, the player is free to choose the ending, although the ultimate decision takes place shortly before The Very Definitely Final Dungeon. In the sequel, by contrast, the ending you get depends on your alignment in the endgame.
  • Almost Dead Guy:
    • Xor in the first game, who's part of Juhani's character sidequest. Despite being attacked by two lightsaber-wielding Jedi, he lives long enough to run through all available questions. Sure, he coughs and wheezes, but he still lives longer than he ought to. Saul Karath also qualifies as he lives until he passes a message to Carth and then laughs at him. The second he stops laughing, he dies.
    • After being mortally wounded by the Exile, Darth Traya survives long enough to answer all of the Exile's questions concerning to fate of their companions and the worlds they have visited and then promptly drops dead when the Exile tells her to die. The game offers a potential rationalization via the strong force-bond between your character and Traya, which might have actually kept her alive until your satisfaction, but this is never confirmed. Any battle with Darth Sion could qualify since he is very talkative and is at all times very near-death. The final battle has him telling the Exile about Kreia and her methods before finally passing on.
  • Ancient Tomb: Korriban in both games has tombs of ancient Sith Lords.
  • And Your Reward Is Clothes: Ranging from robes to armor. Though to be fair, some of the clothes are quite useful.
  • Armor and Magic Don't Mix: In the first game wearing any armor other than Jedi robes means that certain Force powers, are unusable. The sequel adds a few types of armor specifically designed for Force users that do not have this effect; the flavor text describes them as being unique to particular Jedi sects. Certain Jedi builds also exist (for Guardians and Sentinels, anyway), that do allow armor use.
  • Artifact of Doom: A common item between both games is the sword of Ajunta Pall, though it is only mentioned in the second game. Ajunta warned the player character that keeping Ajunta's sword was a bad idea as Ajunta believed it was what corrupted him. Kreia remarks that the fate of the weapon is unknown.
  • Artificial Atmospheric Actions: NPCs will walk around randomly, back and forth and back and forth, in both games. Lampshaded with T3, who moves around the Ebon Hawk and can be asked to stop by the Exile. Even in such a tiny ship, finding the little guy can be a chore.
  • Asleep for Days:
    • In the first game, the Player Character is injured when the Escape Pod crashes, and goes "in and out of consciousness for days" with Carth watching over them and tending to their wounds.
    • The second game has a more sinister example: An HK-50 unit poisons the Exile, kills the miners in Peragus mining facility, and is waiting for G0-T0 to show up and collect the unconscious ex-Jedi.
  • As Lethal as It Needs to Be: The lightsabers. Although they are extremely powerful weapons in both games (arguably the only powerful weapons in the first one), they generally do not behave like the lightsabers of the traditional Star Wars lore. They are more like normal swords, possibly to avoid the Game Breaker status. Possibly justified through the use of "cortosis", a material which blocks lightsabers. Presumably, the overuse of cortosis in this era rendered it rare by the time of the movies.
  • The Atoner:
    • Atton, Bao-Dur and both Light-side PCs are classic examples of people who have done wrong and are hoping to make up for it. Carth Onasi feels the need to atone for what he did not do, and views killing Saul Karath as penance for failing to protect his family from the Sith fleet.
    • You originally find Juhani as a "fallen" Jedi apprentice. She had struck her Jedi master in training and believed that she had killed her and could never return to the Jedi. You have the option of either killing her or persuading her to return to the Light.
    • Bastila, if you talk her down on the Star Forge.
  • Ax-Crazy: HK-47, hilariously so, and Hanharr from the second game. Possibly Atton as well, as hinted at whenever he casually mentions killing people, and his Dark and Troubled Past as a Jedi hunter and Sith torturer.
    • The player character from both games can be this if they are Dark-Sided.
  • Badass Normal: Carth Onasi is a veteran but otherwise normal human soldier who manages to be one of the central characters in a Jedi-centered game. Canderous Ordo accompanies your character as a Mandalorian enforcer and returns as Mandalore in the second game.
  • Bald of Evil: Darth Malak, Darth Bandon, Uthar Wynn, Jorak Uln, Darth Sion.
  • Batman Gambit:
    • The premise of the first game is a Gambit enacted by the Jedi Council: The Jedi Knights rewrite the memories of a brain-damaged Darth Revan and hope that, through their visions, Bastila will be able to track down the Star Forge. They even train Revan as a Jedi to help facilitate this.
    • The player character can perform a Batman Gambit on Korriban by triple-crossing people and backstabbing everyone.
    • Darth Traya pulls one in KotOR 2. She more or less tricks the Exile into finding the last of the Jedi so she could prove them wrong and defeat them without striking a blow. Unfortunately for her, they miss her point and attempt to cut the Exile off from the Force, so she ends up killing them. Bizarrely, the last portion of her gambit is to kill herself. She claims to want to destroy the Force but this is actually just part of her desire to give the Exile motivation to kill her as the final test to make the Exile the perfect hero.
  • Battle Couple: The PC from both games and their love interest.
  • Betting Mini-Game: The Pazaak card game.
  • BFG: Canderous tends to use these. Anyone can in both games but Canderous comes with one that can be upgraded to the best heavy repeater in the game.
  • Big Bad: Darth Malak in the first game, and Darth Traya in the second.
  • Black Comedy: HK-47 is filled with this.
  • Black Screen of Death
  • Bottomless Magazines: Lampshaded in the sequel by a Mandalorian who did wind up running out of ammo.
  • Brainwashing: The player character/Revan who was brainwashed by the Jedi Council in the first game. The second game states Revan would resort to brainwashing people to get them to join Revan's side if they had to during a conversation with Atton.
  • Broken Bird: Visas Marr, so very much. Juhani has elements of this as well.
    • Kreia is also presented as this in the Malachor V flashback where Darth Sion and Darth Nihilus strip her of the Force and beat her into the ground when they boot her from the triumvirate.
  • Call a Human a "Meatbag": HK-47 could probably get the exclusive copyrights for the word. It was originally just a jab at Malak but after some reprogramming by Revan, it became a much more common term for HK to say.
  • Card-Carrying Villain: Malak in the first game, Sion in the second.
  • Characterization Marches On: In the first game, T3-M4 had virtually no personality. In the second one, he takes on a number of traits and quirks through various hand waves. If you are knowledgeable about Star Wars droid mechanics, this makes perfect sense: in the first game, T3-M4 was bought straight off the rack. However, after going a couple years without memory wipes, droids begin to develop unique personalities.
  • Charm Person: The games give the idea that Revan pisses charisma. They swayed many to their cause before, during and after their turn to the Dark Side. The Exile is much the same way, being able to affect the actions of others around them to the point that characters would go against their nature instantly when around the Exile.
  • The Chessmaster: Half the cast. Revan, the Jedi Council, Kreia, Atris, Goto, etc.
  • The Chosen One: You're not really the chosen one in The Sith Lords. Rather you're the guy in the right place, right time and decided to take matter into your own hands.
    • The first game also has a deconstruction with the tale of Andor Vex, a haughty Jedi who was surrounded by "swirling Force," making both himself and the Jedi Order believe he had a great destiny. However he was killed by having his body thrown down a reactor shaft by a warlord who got tired of his arrogance. His great destiny turned out to be that his body would cause the reactor to explode, killing the warlord and altering the fate of the sector of space that the warlord ruled.
  • Comedic Sociopathy: Meet HK-47, sociopathic assassin droid and one of the primary sources of comic relief in the games.
    "I would have congratulated him, if he had not been sizzling and incoherent at the time. If you will excuse me, I will meditate on the face of my old master as he was being electrocuted. I find it most soothing."
  • The Computer Is a Cheating Bastard:
    • Pazaak. Lampshaded in a deleted scene in the sequel where T3 is bugging Atton to play, and Atton lists the reasons he does not want to ("You're programmed to always make me go first, and you always get just the card you need...") which will be very familiar to anyone who has played the first game.
    • In the second game, Bralor, the last combatant in the battle circle, can hit three times per round with unarmed attacks. This would only be possible for a Jedi (Force Speed gives one or two extra attacks a round), so unless he's a turncoat it's blatant cheating. However, considering he lets you fight with your full arsenal (the rest limit you to swords or fists), it's not like that really tips the odds in his favor.
  • Continuity Nod: Many:
    • At the end of the sequel, Kreia looks into the future to answer some of the player's questions. When asked what the fate of the Mandalorians will be, she says: "They will die a death that will last millennia, until all that remains is the shell of their armor upon the shell of a man, too easily slain by Jedi."
    • The games featured items made by people with names like Calrissian and Fett, plus the Republic Admiral is called Dodonna. Ancestors, one assumes.
    • Canderous tells you a story about exploring on the outer rim of the galaxy and encountering an asteroid field where one of the asteroids seemingly came alive, chasing him and spitting fire before fleeing. 100% exact description of a Yorik-stronha, a Yuuzhan-Vong spy ship.
    • When Dantooine is threatened you can offer up Alderaan as an alternative candidate.
    • Play through the game twice as light and dark. On the third go round, Atton greets the female Exile like this:
    • Mira is an expy of Mara Jade. By The Emperor's Hand, which predated Sith Lords by seven years, even had Mara wearing the exact same outfit Mira has.
  • Continuity Snarl: Jolee Bindo, in his youth, married a woman named Nayama in secret due to the Jedi prohibition on romance. This was during the Great Sith War, and he also talks about meeting Nomi Sunrider. The problem? The Jedi in Tales of the Jedi have no prohibition on marriage. Nomi was openly married to a Jedi, had a child, and was openly dating another Jedi during the same time period that Jolee apparently had to keep his love with Nayama a secret.
  • Cool Starship: The Ebon Hawk, modeled after the original trilogy's Millennium Falcon. Somewhat subverted in the sequel, at which point it has been through a lot and shows all its scars.
  • Corrupted Data: Several cases. One is where sabotage on the part of an angry wife leaves her philandering husband stranded in the Tatooine desert. Your call as to whether or not you fix his droids or "fix" his droids. The other notable case is when using T3-M4 to stage the breakout. The Sith droid tries a memory wipe and T3-M4 uses the opening to corrupt the other droid's data.
  • Could Have Avoided This Plot: The Exchange plot. An incredible amount of trouble for the Exile (not to mention the destruction of Peragus II) can be traced to Goto's decision to put out a bounty on the Exile as a means to try to hire him/her to save the Republic. The Exile can point out that s/he would have done this anyway.
  • Could Say It But
    B-4D4: No, there is nothing stopping you from attacking the guards outside with your stun ray.
    B-4D4: Of course, I would be obligated to stop you. Therefore it would be best if I were distracted, say by that console behind you.
    B-4D4: Thank you, T1-N1. Please do not abuse my trust and attack the guards outside, thereby creating a diversion that will allow me to escape with the stolen files.
  • Dark Action Girl: Both player characters, if you want to play them that way. Also, Bastila and Atris after they fall to the Dark Side. In the second game, this trope can also apply to any female party member who are brought down the path of the Dark Side via the Exile's influence.
  • Dark and Troubled Past: Numerous, including both player characters. Atton's previous occupation as a Sith operative whose specialty was to break Jedi to the dark side via torture (or merely kill them if that didn't work) is a bit of a standout, though.
  • Darker and Edgier: KotOR II is much darker than the first game and the Star Wars universe in general. While KotOR had Black and White Morality, positive and wholesome themes of redemption and a campy we-are-all-in-this-together atmosphere, KotOR II had Black and Grey Morality, jerkassery in all directions, and the party having a reluctant alliance in the fight against the Sith. The overall feel, graphics, and music of the second game also suggests doom and gloom. Even the colors of the UI are a few shades darker than their KOTOR equivalents!
  • Dark Lord: The story is full of them. Darth Revan, Darth Malak, Darth Traya, Darth Nihilus, Darth Sion, etc. The player gets to be one if they want to as well.
  • Deadly Gas: The basis of Poison Grenades, traps which involving gassing people in rooms and natural gas occurrences like Malachor V.
  • Deadpan Snarker:
    • The Exile can be one to the extreme, if the player chooses the right options in conversation.
    • Jolee Bindo is definitely a Deadpan Snarker.
      Jolee: But from now on you can just think of me as any other non-Jedi in our little group - with a lightsaber. And Force powers.
      Jolee: (if the PC picks a Dark Side option towards a wounded Wookiee) Nice... nice... nice... nice... Should we next find some insects to pull the legs off? Sounds fun doesn't it?
    • Almost every single line from HK-47 is dripping with snarkiness. Some of the HK-50s' lines too.
    • KotOR, I gave you the chance to be one as well.
      Carth: Hmmm. These Jawas sure aren't the trusting type, are they?
      Bastila: No doubt with good reason.
      Carth: Well, for once I'll agree with you.
      Player Character: You two agreed on something? Somebody mark this day down.
    • Atton, as well.
    • Kreia has her moments, especially if it's something Atton said.
  • Deal with the Devil: Darths Sion and Nihilus learn from Darth Traya's teachings of Force Wounds and become strong, eventually overthrowing her. Nihilus becomes a nearly unstoppable force while Sion essentially becomes immortal. But the prices were very high. Nihilus is described as being not a man but more of an essence of what remains of his being and always hungers through the Force. Draining other beings of their very essence sustains him for a while but the hunger always returns greater than last time. Sion lives in constant agony and looks like a walking corpse.
  • Deceptive Disciple: Any Jedi who betrayed the Jedi Order and turned to the Dark Side. Revan and Malak are the prime examples but both player characters in the games can be this.
  • Defeating the Undefeatable: Bastila and Darth Malak are supposedly unstoppable on the Star Forge, but they are facing Darth Revan. Darth Sion is supposedly immortal ( subverted in that Sion gives up his life willingly after he realizes he can not beat you). Darth Nihilus is supposed to be invincible because he can feed off Force users — he gets in trouble when he meets a void in the Force.
  • Defiant to the End: Jolee will never turn to the Dark Side under any circumstances. Kreia makes it clear she will do things her way until the bitter end, to the point of refusing a chance at redemption and safety by the Exile at the end of the game, choosing instead to die with Malachor.
  • The Dragon: The Sith love this trope. Revan had Malak, who in turn had Bandon. Nihilus had Visas. Bastila also becomes The Dragon to Malak after her Face-Heel Turn late in the game. She also becomes The Dragon to your character should you chose the dark side ending.
  • Dual Boss: Calo and Davik at the end of Taris. Calo is a Glass Cannon, dishing out serious punishment but not being too tough to kill (he's a lot stronger the second time, though), while Davik is a Stone Wall with an energy shield that will keep him at full health for a long time. Beating either one counts as a victory, though you can't actually kill Calo.
  • Dual Wielding: An option in either game. Doing it adds penalties to chance to hit, but you can take Feats to negate some of it. The Weapon Master prestige class in the second game is geared to it, having an array of specialized Feats that negate the disadvantages pretty much entirely.
  • Duel Boss: In the first game, Malak acts as both final boss and midway duel boss with lowered stats. Sion too, in the second game. Boss in the middle, second-to-last boss at the end. Kreia/Darth Traya had Darth Sion (an interesting dynamic, as a significant part of the fight is persuading him that she has no use for him).
  • Dying Truce: At the end Revan manages to mortally wound Malak, after which the two of them have a short conversation about the choices they made and the consequences of them until Malak dies.
  • Dysfunction Junction: Every party member except T3-M4 in the first game seems to have some unresolved issue(s) from their past, leading to strange, and oftentimes downright neurotic behavior. This was especially true in the first game, but continued on a much smaller scale in the sequel Carth Onasi and Atton Rand were probably the worst offenders, but Atton was better seeing as you could make him into a Jedi if you got him to trust you. HK-47 actually lampshades this in the sequel, mocking Carth and Bastila as he does so. Brutally and hilariously.
    HK-47: Mockery: (imitates Carth) "Oh Master! I do not trust you! I cannot trust you, or anyone, ever again!"
    HK-47: Mockery: (imitates Bastila) "Oh Master! I love you, but I hate all that you stand for, but I think we should go press our slimy, mucus-covered lips together in the cargo hold."
  • Early Game Hell: In both 1 & 2 you start out without a lightsaber, and take a whole world to get Force powers in 1. As a result, early game combat in both games can be slow.
  • Edge Gravity
  • Elemental Crafting
  • Everyone Went to School Together: In the second game, the Exile is mentioned as being a student at the Dantooine Jedi Academy alongside Revan and Malak. A vision on Korriban likewise shows Bastila amongst the group that Malak attempted to recruit during the war, which immediately clues the Exile in that it's false, as in reality, Bastila utterly refused to join them.
  • Evil Feels Good: Portrayed in both games as a significant drawing point of turning to the Dark Side. Averted by Darth Sion who only survives because of the Dark Side but lives in constant torment and pain. He ultimately decides dying would be a better fate than his immortality if the cost of said immortality was living as he had for the last few years.
  • Evil Is Easy: Actions toward the The Dark Side are simpler, quicker, affect your alignment to a greater extreme, and are more numerous than Light Side. For example, there's one sidequest in the first game that is nothing but Dark Side acts... and some of the best equipment you can get without paying. Do them all and you can drop from full Light to half in just five easy steps. You have to do at least twice as many Light Side acts for such a shift.
    • While Dark Side is the easier and more profitable path =, when at one extreme, acts toward the opposite side cause large shifts - the commentary will even say "you have moved much closer to the dark/light side of the force".
  • Evil Is Petty: Kreia approves of manipulative evil. Sadly, most of your options to earn Dark Side points for your Karma Meter are random acts of cruelty.
  • Evil Makes You Ugly: In both games, the more Dark Side points they get, the more sinister-looking the player character become. In the second game, this also applies to the party members who are turned to the Dark Side via the PC's influence.
  • Evil Mentor: Kreia fits this trope (or at the very least, very morally gray). Master Uthar Wynn and Yuthura Ban also qualify. Though you get to school them in the end.
  • Evil Only Has to Win Once: Both games make this incredibly clear. Just one person's turn to the Dark Side (the conversion being a victory for evil or the Sith) can lead to a galactic war. Notable examples spoken of in both games are Exar Kun and Darth Revan. Both games also apply to the videogame section of the trope where evil prevailing over the player once can lead to a game over (though the player has unlimited attempts).
  • Evil Overlooker: Both games. The second however, doesn't include the real big bad anywhere on the cover. Then again, this is Star Wars.
  • Evil Overlord: Any of the Dark Lords of the Sith.
  • Evil Sorcerer: The Sith. Canderous explains the Sith practice evil magics on Korriban.
  • Evil Versus Evil: Kreia believes Revan sacrificed their goodness rather than fell prey to the Dark Side to combat the greater evil of the True Sith.
    Kreia: Perhaps Revan never fell. The difference between a fall and a sacrifice is sometimes difficult, but I feel that Revan understood that difference, more than anyone knew. The galaxy would have fallen if Revan had not gone to war. Perhaps s/he became the dark lord out of necessity, to prevent a greater evil.
  • Exponential Potential: Both player characters. This mostly comes from them being very powerful Jedi who lost their abilities and have to start from the beginning and climb back up to their full potential. Both can evolve to master many different aspects of the game.
    • One of the first things the player hears in the first game is Trask Ulgo speaking of his or her potential.
    "Word is the officers haven't seen a recruit with your kind of potential in twenty years."
  • Face-Heel Turn: This happens quite a bit in both games, most commonly when someone turns to the Dark Side, and both games show this occurring and relate tales of it happening. A common example between both games is the playable character: he or she can go from the purest Jedi to the most sinister Sith over the course of the game if the player acquires Dark Side points. Another example for both games are the tales of Revan converting people, the prime instance of this being Atton's dialogue options explaining that Revan converted anyone to his Sith cause even if it required Brainwashing to do so. Worth noting is many cases in both games can be reversed if the player so wishes.
    • The first game has Revan and Malak turning to the Dark Side after the Mandalorian Wars. The Jedi who followed Revan and Malak to and back from their journey after the Mandalorian War were also Sith when Revan launched their attack. Bastila turns to the Dark Side after being tortured by Darth Malak. Carth's son Dustil is also an aspiring Sith in the Sith Academy of Korriban and certainly was not brought up that way from infancy under Carth's parenting. Juhani turned to the Dark side when she attacked her Master and fled the Dantooine academy. Saul Karath betrayed the Republic and became a Sith Admiral under Malak.
    • The second game has the party members. Every party member can be brought down the path of the Dark Side if the player acquires Dark Side points. Kreia is the exception to this because she remains neutral no matter how many Light or Dark Side points you acquire. Atris also turns to the Dark Side by the end of the game as a result of being too heavily influenced by Sith holocrons. General Vaklu does not turn to the Dark Side but he does make a deal with Darth Nihilus to overthrow and betray his cousin Queen Talia, bringing battle to Onderon once more.
  • Fantastic Racism:
    • On Taris, the only nonhumans who can walk around in the Upper City work for the local Exchange boss or are pretty Twi'lek shopkeepers. Others get pelted by stones thrown by children, as seen once. There is a street preacher calling nonhumans a "plague that sweeps through our streets". A seedy hotel has alien occupants despite this being illegal. The slum-like and generally miserable Lower City, overrun by gangs, is where most of the nonhumans live. The racism Juhani experienced as a child on Taris is a major point in her sidequest.
    • Atton has a strong prejudice against droids.
    • Kreia hates machines, droids in particular. She also hates certain types of aliens such as Zabraks. It's implied that these attitudes are a result of the fact that she can't read the minds of aliens and droids, making their actions harder for her to predict and control.
  • Faux Affably Evil: HK-47 defines this. The HK-50 series, too.
    Statement: HK-47 is ready to serve, Master. Who would you like me to kill?
  • The Fellowship Has Ended: After the events of the first game, the group disbanded, as far as we know, never coming together again. This is mostly due to Revan's departure. In the second game, Kreia predicts this, and the only thing that canocially stops it from happening is the Exile training the Humanoid party members in the force, with them going on to rebuild the Jedi Order.
  • Flunky Boss: Calo in your second fight with him and Darth Bandon. Calo has a small group of grenade-throwing Rodians while Bandon has a couple of Dark Jedi.
  • Foil: Thematically Revan and the Exile. Whereas Revan was a walking conduit for the force, the Exile was more of a black hole. One was chosen by destiny, while the other got there by sheer force of will. Both are highly charismatic.
  • From a Certain Point of View: Many, especially in the second game.
  • From Bad to Worse: The first game ends with you either having saved the Galactic Republic and the Jedi or crushing them and ruling over the galaxy. Cue the second game where the Republic is on the verge of total collapse and the Jedi have been hunted down to a few individuals or the new Sith "empire" is little better off.
  • Fun with Acronyms: The series has been nicknamed KotOR. While the Acronym does not mean anything to English speakers, it is very funny to Malay speakers as the word Kotor' means Dirty'' in Malay. Slightly more innocently, Kotor is also the name of a seaside town in Montenegro.
  • Game Mod: Both games can be modded to do a great variety of things, such as model redesigns allowing the player character in the first game to get the attire Darth Revan is seen wearing in cutscenes. A notable mod for the second game is The Sith Lords Restored Content Mod which adds a significant portion of the cut content from the second game.
  • Gameplay Ally Immortality: No matter how many lightsaber stabbings, blaster shots, or force-chokings your allies receive, they will always limp back to you after the fight is over. Lampshaded by HK-47, who points this trope out when the Exile expresses incredulity at Darth Sion's Nigh-Invulnerability. Doubly so with Atton, whose special skill allows him to constantly regain consciousness during combat no matter how many times he is knocked out, unless he is the last party member standing.
  • Gameplay and Story Segregation:
    • Bastila's Battle Meditation is stated multiple times to be a huge factor to the Republic winning a galactic war, but do not expect to make use of it when she is in your party. While it is true that she has to meditate to use it, hence the name, this was made into an unlockable force power in the sequel (which can be used in battle), and is even a unique dialogue/Force option during the final battle on Onderon (where the Exile actually meditates to use it).
    • According to dialog, being bitten by a rakghoul transmits a disease which transforms that person into a rakghoul if not healed early enough with a specific serum. During actual fights, when someone from the player's team is hit by a rakghoul there is a random probability that he/she will be affected by a standard poisoning effect, which disappears after a few minutes and can be cured with standard antidote packs.
    • Atton's backstory mentions he is versed in at least some martial arts and Brianna/Handmaiden comments on him having used an Echani fight stance for a moment, but unless he takes levels as a Jedi he does not have any improved unarmed attack abilities.
    • Darth Nihilus could wipe an entire planet clean of all life, even the Jedi Masters on it, and was originally supposed to be so strong that even the immortal Dark Lord Sion wound up getting decisively beaten. But don't worry, all you need is his apprentice and Canderous to defeat everyone on his ship and then him. This one's justified, though; the Exile is a wound in the Force, like him, and feeding on him/her backfires, weakening him considerably.
    • During the story arc quest that requires the Exile to enter the Jekk'Jekk Tarr, it's stated that it's impossible for a human to do so even with a breath mask, because the poisonous atmosphere would seep through their pores. This will surprise any player who has already strolled through the level with only a breath mask before it became a plot point.
  • Giant Flyer: The Brith which circles the skies on Dantooine. The Star Wars Wiki has a small page about them.
  • Gladiator Subquest
  • Go-Go Enslavement: Armor is removed when characters are captured. Basic clothing is considered armor. The second game actually uses this as part of the plot.
  • Good Is Not Nice: Vrook Lamar is as devoted and traditionalist as any Jedi in the series, but he does not give a shit whether you like what he has to say or not. Atris seems to follow this trope as well, but she is actually being corrupted to the Dark Side by a combination of guilt and Sith holocrons.
  • Good Is Not Soft: Characters such as Carth, Mission, Handmaiden and Disciple subscribe to this trope. They are nice; if Not Good with People at first in Handmaiden's case, would freak out characters subscribing to Incorruptible Pure Pureness, and have the highest light side ratings.
  • Guest Star Party Member: Trask in the first game, 3C-FD in the second if you bother to repair him at all. Odd guest star player versions in the second game, B-4D4, the freakin remote, Atton, Mira/Hanharr, and whoever you pick during one sequence. Of course, the first game has its brief thing on the Leviathan.
  • Guns Are Worthless: KotOR 1's ranged weapons did almost no damage, save for a couple of obscenely expensive heavy weapons that you can buy at the end: melee weapons were always better to have, regardless of the situation. There are any number of guides on how to successfully use ranged weapons, but this requires meticulous character building and mainly serves as a challenge. The fact that Jedi Guardians have an ability to directly jump into melee from 25 meters away and deal bonus damage while they are at it adds insult to injury. Guns are more viable in the sequel, provided you use the weapon crafting system and invest in Precise Shot feats so those pesky sabers stop reflecting them.
  • Heel Face Mind Screw: Revan. It is up to you whether it sticks or not. This is a case where the questionable moral implications are pointed out, and it can be the motivation if you decide to fall back to the Dark Side.
  • Heel-Face Turn: The most common example of this is when someone turns away from the Dark Side. The best example of the first game is Darth Revan, who was indeed redeemed according to Word of God. Bastila turns to the Dark Side but can be brought back to the Light Side with the right dialogue options. Carth's son Dustil can leave the Sith Academy. Juhani can return as a Jedi if persuaded. The second game's best example is the party members who can change their nature if the player gets enough Light Side points. Atris falls to the Dark Side due to being corrupted by Sith Holocrons but can be redeemed. Colonel Tobin can be persuaded to quit working for Nihilus and work against him once the Exile informs him that Nihilus will eventually feed on the life of Tobin's homeworld of Onderon.
  • Hello, Insert Name Here
  • Heroic Albino: The Echani as a species all have pale skin, silver-white hair, and silver eyes. They're members in good standing of the Republic, and are generally extremely loyal.
  • Heroic Comedic Sociopath: HK-47.
  • Heroic Sacrifice:
    • From the first game, in the Endar Spire, Trask Ulgo sacrifices himself so you can escape. A deleted ending for female player characters who completed the Romance Sidequest with Carth and then turned to the Dark Side has the PC kill her apprentice Bastila and die on board the Star Forge with Carth.
    • In the second game, it is possible to persuade Visas to sacrifice herself in order to defeat Darth Nihilus. In deleted content, if the Exile has Hanharr in the party and Malachor V is being destroyed, Hanharr would throw the Exile onto the Ebon Hawk. Hanharr would then die with Malachor V.
  • Heterosexual Life-Partners: A male PC and Carth, provied you take the time to get to know him and help him deal with his issues. A female PC and Bastila, having the force bond helps. Male Exile and Atton. Revan and Malak were this when they were Jedi.
  • Highly Conspicuous Uniform: Soldiers of the Old Republic got to battle wearing bright red combatsuits, and the Mandalorians seem to like wearing armor in nearly every color of the rainbow (though at least they have cloaking devices). Both are easily topped by the Sith Troopers and their shining silver armor.
  • Hit-and-Run Tactics: A pattern of firing, taking a hit, retreating, healing, firing, taking a hit and so on can wear an enemy down. Against really strong foes or ones that keep dodging, mines will hasten the process considerably. You can beat the final boss this way if you can not disable his healing mechanism, but be prepared for a long fight and pray you saved up as many healing items as could be mustered.
  • Hitchhiker Heroes: Played straight in the first game, justified, discussed and utterly deconstructed in the second.
  • Honest Corporate Executive: In the second game, the Czerka docking manager gets upset over the dirty actions of his boss and becomes an informant for the Telos Security force. His dirty boss wants him dead. TSF wants him to come out of hiding to testify against his boss. Your character decides his fate, of course.
  • Hopeless Boss Fight: While completely optional, you can fight Calo Nord in the bar after he toasts the 3 would-be bounty hunters, but he is one of the "one hit = dead" fights. But he eventually does become a winnable boss fight (twice) later on. The second game has the Handmaiden/Brianna fight Atris. Even if you utterly curbstomp Atris in the battle, the cutscene always shows Atris finishing you off with Force Lightning.
    • An interesting case is when Kreia went to battle against Sion in the beginning of the game. Sion, being immortal and a boss encountered twice in the game, was not going to lose and since Kreia trained him, she was aware of his immortality. But Kreia didn't fight Sion to look for a victory, only to further manipulate the Exile.
  • The Horde: The Mandalorians are like this in their background. They gradually morph into Warrior Poets under Canderous Ordo.
  • Humanoid Abomination: Darth Nihilus, Darth Sion and to a lesser extent, the Exile.
  • Hypocritical Humor: Canderous would like you to know that your need for performance-enhancing stims is another sign of human weakness compared to Mandolorians. Yes, you can have some of his ample supply.
  • I Cannot Self-Terminate: HK droids. To HK-47's annoyance this includes his evil knockoffs. He eventually subverts this by having himself slightly altered, as well as recruiting other droids to help.
  • If You Taunt Him, You Will Be Just Like Him: The Sith will taunt you on Manaan. Usually, if you taunt back, you will be arrested and go to jail.
    • Or, for extra fun, you can mind-control the guard that comes to arrest you to instead arrest the Sith. You naturally get some Dark Side points.
  • Immortality: The series has different kinds of immortality.
    • The Undead: The famous Force Ghost type is present in the first game with Ajunta Pall, who maintained his existence well after his body died.
    • Life Drinker: The second has two notable examples in Darths Sion and Nihilus. Nihilus, having lost his physical being, lives on in his mask and feeds on life in an attempt to subdue his hunger.
  • Implacable Man: The Player Character during the battle of the Star-Forge. Malak ends up sending his entire army at them, knowing full-well that it won't have any chance of stopping them, but it will slow them down!
  • In Case of Boss Fight, Break Glass: The key to defeating the final boss is shattering containers with prisoners, from which he keeps leeching life to heal himself.
  • Informed Ability: Bastila's Battle Meditation. It only seems to make a difference when used against the Republic; in the light side ending, whether or not Bastila survives and helps the Republic has no impact on the plot. The second game makes it a standard force power with an actual effect on gameplay and even a use in the actual story. Atton Rand is described in the sequel as having Echani combat training, but his hand-to-hand skills are no greater than any other character.
  • Insurmountable Waist-Height Fence: In this case, primarily due to the ironic absence of a jump key - since as we all know Jedi never do that...
  • In the End, You Are on Your Own: Only the player character goes to fight Malak at the end of the first game, Bastila staying behind to make use of her battle meditation. Similarly, you're the only character to go to confront Kreia on Malachor V at the end of the second game. Of course, by that point, your character is so overpowered it's not like you might have noticed, anyways. (Especially in the second game)
  • Invisibility: There are cloaking devices in both games, used by Mandalorians, Sith and party members. Hssiss can also be invisible during the start of an encounter with one.
  • Irrelevant Sidequest:
    • Pazaak and swoop-racing.
    • The second game calls attention to this by appending such missions with "Bonus Mission".
    • Steal a few trinkets from a Hutt after drugging his dogs and hypnotizing him with erotic dancing.
    • Track down a thief who has stolen a part of a water-farming machine.
    • Question a bar full of nameless dissociative aliens to find the only one with a name.
    • All of the Mandalorian sidequests done for "Honor", while fun, do not have anything to do with the main story except being a temporary obstacle.
  • Item Amplifier: Most weapons and armor can be fitted with various upgrades to improve damage, critical chance, protection, and even health regeneration.
  • Item Crafting: A minor portion of the first game, which had a few upgradable weapons, each of which could fit one of a standard add-on. The sequel added a ton of upgradable items and a slew of standardized components, rather than unique effect from a small selection.
  • It's Up to You
  • I Will Wait for You: Carth Onasi, if you set Revan as a light-side female. Sniff.
  • Jedi Mind Trick: Present in both games.
  • Karma Meter: Light/dark side. Your allies in the first game get it too, but though they get the benefits (cheaper Force powers), they can not change. In the sequel their alignments will change to match yours, which is explained towards the end of the game, or if you did not get them loyal enough to you they will change to oppose you.
  • Killer Robot: HK-47, and the HK-50 models in the sequel. G0-T0 as well, to a degree.
  • Kryptonite Is Everywhere: No wonder cortosis is rare during the Star Wars trilogy. Apparently every single weapon and piece of armor in the old republic days were made of it.
  • Lady of War: Bastila; also a Defrosting Ice Queen. Possibly, also Revan, depending on chosen gender and how it is played. In the second game, the Exile (who is canonically female), Visas, the Handmaiden and Mira.
  • Laser Blade: And plenty of them. In case you hadn't guessed.
  • Lazy Backup: Standard rules apply: max of two party members out at a time, no switching in combat or on certain maps, and if everybody goes down the game is over.
  • A Lighter Shade of Black: Kreia will praise the character in the Darkside Ending because they're "not really" a Sith. Even if you are a full dark-side user, that apparently makes you better than the Sith.
  • Living Legend: Revan, Bastila, Calo Nord, Bendak Starkiller and The Exile are all legendary for their past accomplishments and skill.
  • Locked Out of the Loop: The first game's Player Character. In the second game the player is locked out of a lot of backstory even when the player character already knows.
  • Loners Are Freaks: Both examples humorously revolve around sexuality. Elise Montagne, a woman on Dantooine in the first game, began treating her droid C8-42 as if it were her husband. All the time. The second example is Kreia, and her qualification for the Dirty Old Woman trope is well earned.
  • Lopsided Dichotomy: If you ask HK-47 for help understanding a Jawa:
    "Translation: 98% probability that members of the miniature organic's tribe are being held by Sand People, master. Doubtless he wishes assistance. 2% probability that the small organic is simply making trouble and needs to be blasted. Err... That may be wishful thinking on my part."
  • Lost Forever:
    • In the first game, everything on Taris and Dantooine (and the Sith Academy, if you kill everyone in it when you're done with the tomb). Peragus in the second game.
    • In the second game, a lightsaber crystal found on Dantooine can be adjusted by Kreia throughout the game to match your light/dark alignment, which then grants certain bonuses. However, after you have found all the Jedi Masters, Kreia will no longer adjust the crystal, leaving it at whichever alignment you last had it adjusted.
  • Lost Technology: The Star Forge, the secrets of which were lost to the galaxy when the Rakatan empire crumbled. Even the Rakatans themselves can't even reach it now, let alone make use of it.
  • Love Makes You Evil: When Bastila falls to the Dark Side, she says her feelings for Revan hastened her fall. Furthermore, Revan can choose to join her instead of try to redeem her, becoming a happily evil couple. In the second game, the Exile can have this effect on any of the love interests. In cut content from the second game, a jealous Handmaiden/Atton could eventually kill Visas/Disciple, depending on the player's actions. This also seems the case on the part of Atris, who envied the player character's determination to fight in the Mandalorian Wars. In the case of a male, her dialogue with the Handmaidens as well as Kreia make it abundantly clear of her feelings.
  • Mage Killer:
    • HK-47. In the second game, if you have sufficient Influence with him, he can teach you how to kill Jedi.
    • In the second game, Atton Rand is discovered as a Jedi hunter. He was part of a squad that was trained in ways to kill Jedi, or capture them and torture them into insanity and make them fall to the Dark Side. Like HK-47, there is a also a dialogue option that allows him to tell you the ways in dealing with Jedi, provided you have sufficient Influence with him.
  • Magnetic Hero: In both games. Deconstructed in the second.
  • Manual Leader, AI Party: The game allows customization of the party members' equipment and tactics, and allows direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player.
    • Its even deconstructed. In the first game, Carth will mention that he attacked the same person you attacked even though he didn't want to. In general its expounded that your force powers are having an influence on your teammates behavior.
  • Master-Apprentice Chain: Revan went though such a chain according to the second game. A potent piece of Epileptic Tree fuel is that Kreia and Arren Kae are both identified as his first and also his last.
  • Match Maker Quest: The quest to find the missing droid in the first game. If resolved the right way, the droid's owner will meet a new man. The Sandral/Matale feud can also be one, though the way that ends is largely down to the player.
  • Meaningful Name:
    • Revan's name comes from "revanchism," but also may be a reference to revenants, who come Back from the Dead, or it could also be a form of reaved ("to be deprived of").
    • Malak is Arabic for "Angel," as in "Fallen," sounds like the Hebrew word for "king", and is also Latin for "jawbone".
    • Atton, whose name may in fact be derived from "atonement." He also believes rather firmly in the rights of the individual and self-reliance, has nothing but contempt for "collectivist" Jedi ways, and with just a slight sociopathic streak - his last name is Rand.
    • "Telos" is Greek for 'the last' or 'the end' (as in English, it can also mean 'goal' or 'purpose'). The second meaning is appropriate, given how much damn time you have to spend on the Peragus tutorial areas (unless you have a very handy PC mod). The first could be appropriate: it's the second-to-last planet, and you finally get to encounter and fight Darth Nihilus, the most prominently featured Sith Lord in the art, and so very over-hyped in the game.
    • "Visas Marr" can be interpreted as "vision impaired" (marred).
    • Kreia's Sith name, Darth Traya, is derived from the word "betrayal". She suffers from Chronic Backstabbing Disorder.
    • Darth Nihilus' name is derived from the words "nihilist" and "anihlilate." He is one of the most destructive beings in the Star Wars universe, but there is nothing left of him besides his desire to consume.
    • Darth Sion's name is derived from the word "scion." He is jealous of the Exile's status as Kreia's ulitmate student.
  • Medieval Stasis: 4,000 years from now, things will be almost exactly the same. There are some differences, but they are far and few between and often either cultural or wholly cosmetic (such as bacta vs. kolto). The comic books on which KOTOR is based, however, were not - the technology and look were strikingly primitive.
  • Money Spider: Occurs in the second game, though in this case, justified in that it is limited to cannoks, which have a reputation for eating just about anything. Additionally, there is one anomalous occurrence in the first game that happens when the player resorts to killing tachs in order to hunt down a shapeshifter.
  • Mr. Fanservice: Carth, Atton and Bao-Dur are the most notable examples.
  • Multiple Endings
  • Mundane Utility: Force Persuade has the consistent ability to let you get out of paying docking fees.
  • Murder Is the Best Solution: HK's philosophy. Put him in your party and he will suggest blasting everyone you meet, regardless of whether it will actually help or not. Canderous and Hanharr often come to this conclusion as well.
  • The Musketeer: Possible, though there is not much point.
  • Nice Job Breaking It, Hero
  • No Canon for the Wicked: Canonically in the Star Wars Expanded Universe both games ended with the hero following the path of the Light Side. Can be averted in the second game, where some Multiple Choice Past questions allows the player to decide that the player character followed the Dark Side during the first game.
  • Non-Lethal K.O.
  • No Pronunciation Guide: Alek Squinquargesimus. You know him better as Malak.
  • Notable Non Sequitur: Ask Canderous early on why the Mandalorians attacked the Republic, he shrugs and says that "the Sith came to us with an offer" before diverging into why Mandalorians seek the hardest fights across the galaxy. Little did anyone know that "Sith" was Sith Emperor Darth Vitae, and how much that comment exploded all over the sequel and the MMO!
  • The Obi-Wan: Jolee Bindo is a good example of this in the first game, even beginning with the audience being introduced to him during his self-exile, much like the actual Obi-Wan. Kreia is definitely this in the second, guiding and training the Exile in various ways. HK-47 explains that Revan taught his followers and HK recites numerous techniques to combating Jedi he picked up from Revan's teachings to the Exile. Mira also requests that the Exile shut down HK-47 since HK-47 often explains how to kill various things. These make HK-47 qualify for this trope as well. And in a nice turn of events, both playable characters have been Obi-Wan's at some point. Revan with the aforementioned teachings and the Exile can train multiple party members in the ways of the Force.
  • One Degree of Separation:
    • In the first game, Darth Revan, Big Bad Darth Malak's former master, was also HK-47's original owner, the Jedi who inspired Juhani to join the Order, and the one who led the fight against the Mandalorians (including Canderous). Revan died in a capture mission led by Bastila. Revan got better, obviously, because they're also the Player Character.
    • And in the sequel, The Exile commanded the Handmaiden's mother and Bao-Dur at Malachor V, a battle Atton also involved in and Canderous fought in on the other side, and ended it by using the Mass Shadow Generator, killing Mira's adoptive family, inadvertently creating Visas' master, and inspiring Revan to commission HK-47 so he wouldn't need such overkill in the future. The Exile was also the Disciple's intended master before they ran off, so the Exile's not only a dominant influence in the lives of everyone on that ship, she's also responsible for all their significant neuroses. Also, the Exile was a general for Revan during the Mandalorian Wars.
  • One Time Dungeon: Goto's Yacht cannot be revisited, as it is destroyed after you complete it.
  • Opening Scroll: Just like the movies.
  • Opening the Sandbox:
    • When the player steals the Ebon Hawk on Taris in the first game.
    • When the player retrieves the Ebon Hawk in Atris secret Jedi Academy in the second game.
  • Optional Party Member: In the first game, Juhani can be killed on your first encounter, and HK-47 does not need to be purchased. In the sequel, you do not have to repair HK-47. Also, there are two pairs of Mutually Exclusive Party Members, depending on your gender and alignment.
  • The Paragon Always Rebels: Revan in the first, the Exile in the second. Both were very charismatic Jedi who ultimately disagreed with and rebelled against the Jedi Council.
  • Passing the Torch: The first game plays with the idea in two instances. Darth Malak took the torch when he ordered his ship to attack Revan's ship. With Revan gone, Malak became the head of the Sith. The second instance is when the playable character destroys the torch when they kills Uthar Wynn, leaving the Sith academy in chaos. Played straight in the ending of the second game where Kreia as Darth Traya feels she has taught the Exile all that is needed and will rebuild the Jedi Order with her teachings.
  • Pausable Realtime
  • Planetary Nation: Taris seems not only be a planet with one Government, it seems to be a planet of one city!
  • Plot Coupon: Star Maps in the first game, Jedi Masters in the second.
  • Pluralses: The Gamorreans are all subtitled this way.
  • Point of No Return: Davik's estate, Leviathan, the Unknown World, and the Star Forge in the first game; returning to Dantooine and entering the rebuilt Jedi enclave in the second. Arguably, completing the 4th planet in the second game, because Kreia will no longer refocus that damn unfocused crystal or answer your questions.
  • Posthumous Character:
    • Subverted with Darth Revan in the first game, since a brainwashed Revan is actually the Player Character.
    • The second game has Coorta in the Peragus level. He is referred to by several of the holocrons that serve as the Apocalyptic Log and being someone who wanted to sell the Jedi and was shown as being a troublemaker around the mining facility. By the time you finally make it to the dorms, you find that he (as well as everyone else) was killed by the HK-50 droids.
  • Prequel in the Lost Age
  • Prolonged Prologue: Both games have an entire planet (Taris in the first, Peragus in the second) that sets up the main plot without actually being relevant to the main plot. And at the end of each prologue, the planets explode.
  • Proud Warrior Race Guy: Canderous, complete with My Species Doth Protest Too Much. Handmaiden in the second game, to a lesser degree. She will talk your ear off about Echani combat philosophy if you let her.
  • Reality Has no Subtitles: In Knights Of The Old Republic 2, Darth Nihilus' speech (in the ancient Sith language) is left untranslated in subtitles and the player character doesn't seem to be able to understand him either, despite her ability to understand a wide variety of alien languages.
  • Recurring Boss: Calo Nord and Darth Malak in the first, Darth Sion in the second.
  • Required Party Member:
    • In the first game: You get forced to take Carth when you first enter Taris. You have to have Mission to get into the Vulkar base. T3-M4 is required to get into the Sith base. You need HK-47 to complete the Light Side path with the Sand People on Tantooine. You need Bastila for the beginning of Dantooine. On the Leviathan level, you are forced to have Carth and Bastila in your party, as the whole thing wouldn't work without them because of certain story events. Later on the unknown planet, your party members will leave when you prepare to open up the temple, but Jolee and Juhani will come back and insist on accompanying you in.
    • In the second game: You need Bao-Dur to track down the Ebon Hawk on Telos. Mandalore is needed for the Iziz level before the Onderon Civil War. Kreia is required in your party during the civil war at Onderon. During the assault on the Ravager, you are forced to bring Visas and Mandalore with you.
  • Rescue Sex: If you play as a female, a man will offer "earthly pleasures" as a reward for rescuing him, but you cannot accept. Being a sleaze, what woman would?
  • Resurrective Immortality: Sion is immortal in that he never stays dead, though he admits he does die every time he is struck down with a fatal attack. His body is revived by the Dark Side almost instantaneously, making any experience of death very short. The price for this, however, is that he lives in constant agony and looks a corpse.
  • Retcon: Darths running around three millennia before Darth Bane, who supposedly started the tradition. Later got an explanation in a tie-in Darth Bane novel (which, unsurprisingly, was written by KotOR's lead writer).
    • Also, though it is set just forty years later, the aesthetic and philosophy of the Jedi are far more in-line with the prequel trilogy (four thousand years later) than Tales of the Jedi (forty years earlier). Understandable, perhaps, for marketing purposes. It makes it a bit strange for the Jedi to have a strong taboo against romance and marriage when the previous head of the Order, Nomi Sunrider, had been openly married to a Jedi, had a child, and then entered another relationship with another Jedi during a war. Especially as Jolee talks about this very period of history as though the taboo was in place.
  • The Reveal: In the first game; subverted in the second, according to Kreia, where she plays with the fourth wall by stating that the player character was probably expecting a big revelation, but there is not one.
    "Perhaps you were expecting some surprise, for me to reveal a secret that had eluded you, something that would change your perspective of events, shatter you to your core. There is no great revelation, no great secret. There is only you."
  • Reverse Grip: The online timeline vid for The Old Republic, "The Jedi Civil War" reveals Revan apparently favored this lightsaber style. View it here. The first instances occur at 0:41 and 0:51 when he's a Sith Lord. And twice again whilst he's in combat as a Jedi Knight at 0:58 and 1:18.
  • Ridiculously Human Robots: Every robot with speaking lines in both games seems to have a human personality and human emotions ranging from deception, ego, loyalty, manipulation, pain, pleasure (mostly pleasure from sadism), sarcasm and snark. Notable examples are party members T3-M4, HK-47, G0-T0 who each take it personally if you are rude or commit acts that do not match their natural alignment.
  • Robotic Psychopath: HK-47 is the Trope Codifier, at least in video games. Also the Ensemble Dark Horse. Make of that what you will.
  • Romance Sidequest: Bastila or Carth in the first game; in the second, it is implied that both the Handmaiden and Visas can develop feelings for the male Exile, and the Disciple and Atton for the female; however, due to the unfinished nature of the game as a result of Executive Meddling, none of the romances in the second game really goes anywhere.
  • Samus Is a Girl: Depending on the choices of the player, Revan could be revealed in the first game to have been a woman. This one is oddly in-universe, as even supporting characters use male pronouns instead of female. Apparently the legend of the character was so great that those not in the know just assumed... Wearing a mask all the time did not help. Oddly enough, Atton is under the impression that Revan was female, even though he served under Revan and thus should be in a position to know for sure one way or the other.
  • Schmuck Bait:
    • Half the security terminals have the option to overload the terminal, which kills whoever is standing at the terminal (i.e. you) and anyone in the near vicinity. You can count on one hand the number of times this is actually a viable way to dispatch enemies.
    • On Korriban (in the first game) you can be offered the job of hauling a box from there to Tatooine. You are repeatedly warned, whatever you do, to not open the box. Nary a player will reach Tatooine before doing so.
    • On Korriban (in the second game), Kreia will warn you not to disturb the corpses. Ever the RPG adventurer, you will. Cue invisible monsters swarming you for doing so. Kreia won't hesitate to call you on it, either. Depending on when you go to Korriban, though, they aren't that tough to kill, so you'll probably keep looting corpses for the XP if nothing else.
  • Second Law My Ass: HK-47.
  • Second Love:
    • The female player character from the first game to Carth.
    • In the second game, arguably Female Exile to Atton, depending on how you interpret his feelings for the woman he was talking about.
  • Selkies and Wereseals: The Selkath seem to be a space version.
  • Shameful Strip: Perhaps unintentionally. Whenever the party is captured and imprisoned, all of their equipment is confiscated and locked away (conveniently near the torture chamber). This includes their clothes, which count as armor, leaving them in their underwear. It's only ever called attention to in the second game, and that has nothing to do with imprisonment.
  • Shoot the Medic First: The Peragus levels in the sequel feature maintenance drones that repair damaged mining droids who appear to hate your guts. When Atton is informed of the presence of these, he tells your character that "those little pests will try to repair the mining droids if you don't shoot them first."
    • The final boss fight in the first game also uses it. Malak has about a dozen Not Quite Dead Jedi strapped to the walls and will bleed them dry for health every time you kick his ass. You can cut off his access to them (and get the Force boost for yourself) by using Force Drain on them (Dark Side) or Destroy Droid on the machines holding them (Light Side). If you have neither, prepare to have to kill him over a dozen times where he gets progressively stronger with each heal.
    • Or you can just simply throw your lightsaber at them.
  • Slap-on-the-Wrist Nuke
  • Smug Snake: The games are filled with these, namely Saul Karath, Atris, Colonel Tobin and Visquis.
  • Space Battle: This is Star Wars.
  • The Spartan Way: Both games, mostly through Canderous/Mandalore, detail the Mandalorians' harsh way of life and constant struggle to obtain honor, usually through war. The second game shows how Mandalorians on Dxun live, and simply living on Dxun is commendable with creatures like the ever-troublesome Cannoks to more deadly creatures like Bomas and Zakkegs populating the area.
  • Speaking Simlish: Both games have this with alien languages. They sound impressively coherent and similar to the (actual) languages used in the Star Wars movies, but there's no actual meaning to the words being spoken. You'll notice the same sounds being repeated for different dialogue by the midway point of either game.
  • Star-Crossed Lovers:
    • A side quest in the first games features Shen and Rahasia from the feuding Matales and Sandrals respectively.
    • Pretty much every player character/party member pairing from both games qualifies, as the official Star Wars canon states that both PCs left their loved ones behind and departed to the Unknown Regions for good.
  • Stock Puzzle:
    • Three Plus Five Make Four is the final obstacle on Manaan. The player can bypass it if they're willing to take the dark side points and never step foot in Manaan again.
    • Towers of Hanoi shows up on Korriban.
  • Stupid Evil:
    • Dark Side actions in both games thrives on this.
    • Malak. He orders Taris glassed not to make a point/example to the Republic, but because the search for Bastila was taking too long and he got bored.
    • Darth Bandon randomly force pushes a crewmember into a terminal, apparently for no other reason than to be a jerk. Did it not occur to him that the terminal might control something important?
  • Supernatural Gold Eyes: A matter of course for any Dark Jedi, including the player if they take that route.
  • Suspiciously Specific Denial:
    • In the first game, Zelka doesn’t like being accused of knowing anything about those Republic escape pods.
    • In the second game, this trope is employed by HK-50 during the Exile's first conversation, if he is accused of being involved in the deaths of the Peragus miners.
    The Exile: Are you responsible for this?
    HK-50: Defensive Answer: Master, I am a protocol droid, not a well-crafted assassination droid of unrivaled sophistication. To have carried out the actions that took place here would have required an unusual set of skills. It is highly unlikely I possess the knowledge of how to reprogram the memory cores of base-worker class droids into killing machines let alone to terminate the organics at this facility, utilizing only Aratech 500 series laser mining drills and explosives fashioned from proton missile cores!
    • You can also use similar logic to convince an astromech droid to go on a blaster-wielding rampage.
    B-4D4: Thank you, T1-N1. Please do not abuse my trust and fire on the guards outside, thereby creating a diversion while I escape with the stolen files.
  • The Syndicate: The Exchange.
  • Tainted Veins
  • Testosterone Poisoning: Malak in the first game, Canderous in both.
  • They Were Holding You Back
  • Token Evil Teammate: Canderous is a killer with no use for social niceties or weakness in others. He is not a homicidal maniac, but he is not a nice guy. HK-47, on the other hand, is sociopathic in the extreme and tends to recommend indiscriminate application of lasers as a cure to essentially any problem the game throws at you.
  • Tomato in the Mirror
  • Trapped by Gambling Debts: A Twi'lek laborer is so addicted to Pazaak that he gambled away his girlfriend. You can play the dealer he owes the debt to in order to bail out the girlfriend. After you win her from the guy, if you feel like being a real bastard you can tell her to hand over her earnings and then keep dancing in the cantina so she will have more for you later.
  • Troubled, but Cute: Carth, Atton, and possibly Bao-Dur.
  • True Companions: Played mostly straight in the first game, the team really does become a rather intimate unit. Deconstructed in the second game, while by the end the party members are certainly loyal to the Exile, and work effectively as a team, there is really little closeness between most of them.
  • Undying Loyalty: In the first game HK-47 and Canderous are loyal to Revan to the point of hero-worship. From the second, every single member of your party except Kreia due to the Exile's unique force bonds with them.
  • Unwitting Pawn: The player character in the second game. The humorous part of this is that the Batman Gambit more or less is solely designed to teach the Jedi Exile how to be a better Jedi Knight and end up reforming the Jedi Order on better soil. Maybe. Also the PC of first game. Sure, it is the GOOD GUYS who left you Brainwashed and Crazy but still...
  • The Usurper: Darth Malak in the first game, Darths Sion and Nihilus in the second.
  • Vague Age: Just exactly how old is the player character from KotOR 1? Almost all of the sprites look quite youthful, only a few years older than, say, Juhani, despite the fact that you are supposed to be at least a decade older than her.
  • Vengeance Feels Empty: Carth obsessively focuses on destroying his former mentor, Saul Karath, after Karath defects to the Empire, glasses his home planet, and kills his wife. After Carth and the player kill Karath, Carth admits that it didn't bring him the peace he thought it would.
  • Vibro Weapon: Both games have them. And thanks to cortosis, they can stand up to lightsaber blades!
  • Videogame Cruelty Potential: Pretty much everything on the Dark Side paths, including manipulating the Montagues and the Capulets two rival Dantooine families into wiping each other out, mind tricking a couple of thugs into walking off the edge of a platform on Nar Shaddaa, ordering HK-47 to translate a several-hours long recitation of Sand People history, and crossing the Moral Event Horizon by having Zaalbar kill Mission.
  • Videogame Cruelty Punishment: Just try threatening someone on Manaan. See what happens. Kreia's lecture about how much of a failure and a scumbag the player is if all the Jedi Masters have been slain. She tries her hardest to make you feel like a real jackass, especially when she tells you "stay here and die among the wreckage of the Jedi". You can find a video of this here
  • Villain Protagonist: Optional.
  • Villainy Discretion Shot: The assassination-related exploits of HK-47 are described in a humorously sociopathic way by the droid instead of being shown on-screen.
  • Voice Grunting: The player character has voiced grunts, sounds of pain, and a few battle cries ("hiya!" "Now that had to hurt.." etc.) but is otherwise a Silent Protagonist in the voiceover department. This includes a rather clumsy cut-scene where the subtitles show the PC having a line, but still remain silent. With the in-game voice grunts giving the character a voice, it would surely have made sense to record this line. The PC is a complete mute in the second game, however.
  • Warrior Therapist: Either player character can be this. In fact, it is necessary against Darth Sion.
  • Weak Turret Gun: Played straight and averted. Some turrets are able to be taken down without much effort, like those on Onderon, especially with the technique Destroy Droid. Others (like the ones around the Sith in Taris who requires paperwork) can kill the character in one shot, even if the character is hacked to be at the max level with the highest health and defense possible.
  • Weak-Willed: The Force can have a strong influence on the weak-minded and there are plenty of weak-minded in both games for the player to practice his or her Force Persuade technique on. Canderous will lampshade this.
  • Weapon Twirling: There is a "Flourish Weapon" ability mapped to a key, and can be used to spin blasters, swords, and lightsabers(!) around dangerously. Including the double-bladed lightsabers.
  • We Buy Anything: Medicine vendors will buy all your old swords and guns for no apparent reason, other than player convenience of course. Card vendors, on the other hand, won't buy anything.
  • We Have Become Complacent
  • What the Hell, Hero?: Your allies will call you out on your behavior in accordance with their own moral alignment. While Light-aligned characters will rebuke evil acts, Dark-aligned types will complain if you refrain from bloodshed when it really would be the most expedient. Kreia does it the most, whenever the Exile is being too good or too evil.
  • White Mage: Any character who can learn Force Heal.
  • Who Wants to Live Forever?: Ajunta eventually gives up his existence as a Force Ghost (or the Sith equivalent of it) when the player character shows him the light. Darth Sion commented that his last few years had been spent in agony and torment and ultimately decided death was preferably to his pain-filled existence. Nihilus also makes immortality appear to be bad. His hunger claimed his body and now he was little more than a mask who could wipe planets clean of life.
  • The World Is Just Awesome: Mira's reaction when the Exile teaches her how to access her latent Force-Sensitivity, allowing her for the first time to see the universe as the Jedi see it, through the eyes of the Force.
  • Worth Living For: Carth spends most of the game just living for a chance at revenge against Saul, even if it means dying in the process. But by the time Saul is killed by the party, he's come to find more than simple revenge to live for. Protecting the Player Character from themselves and the Dark Side has become his reason to keep going.
  • Worthy Opponent: Canderous in both games will tell you that the only reason the Mandalorians lost was because of Revan and the Republic would have fallen had Revan been a Mandalorian.
  • Would Hit a Girl: It would be easier to list people who wouldn't. Saul Karath and Darth Malak in the first game use electric torture on Bastila so she would give information and turn to the Dark Side, respectively. The second game shows Darth Sion and Darth Nihilus viciously kick Darth Traya from the triumvirate. And this also applies to any enemy NPC who attacks a female party member in battle in both games.
  • You Could Have Used Your Powers for Good:
    • In the first game, Light Side Revan apologizes to Darth Malak for leading him down the Dark Side path, but reminds that it was Malak who chose to follow that path to the end.
    • In the second game, Kreia delivers a somewhat twisted version of this trope. If you follow the Dark Side path, she does this to the Exile during the climax, in a combination with You Have Failed Me, What the Hell, Hero? and "The Reason You Suck" Speech. If you follow the Light Side path, Kreia delivers the speech to the Jedi Masters instead — just before she cuts them off from the Force (and thus results in the death of the Jedi Masters) for sticking to their outdated dogmas even in the face of evidence that life without the Force is possible and they are wrong.
  • Your Approval Fills Me with Shame: You can give responses of this sort whenever HK-47 compliments you. Bear in mind, whenever he gives you a compliment, you've probably earned Dark Side points.

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