"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 NightsmeetsBaldur'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. The second game, set five years after the first, tells the story of an exiled Jedi who returns to a post-war Republic only to find it on its knees, the Jedi Order scattered and a new group of Sith on the rise. The protagonist is discovered by an old ex-Jedi, ex-Sith named Kreia, who helps the Exile reestablish a connection to the Force, find four Jedi Masters in hiding and defeat the Sith. However, Kreia is motivated less by nobility than an ancient desire for revenge against two Sith Lords and the great power of the universe.The sequel, despite being released rushed and unfinished due to Executive Meddling (An entire planet was deleted from gameplay and the ending was disjointed and nearly-absent, with many subplots Left Hanging), was still a relative success and, like its predecessor, firmly found its place in Star Wars canon, being referenced by later works. Its plot and general mood were noticeably Darker and Edgier than those of the original, with many elements carried over from Planescape: Torment, leaving fan opinions divided. A large portion of the lost content has been restored by The Sith Lords Restored Content ModGame Mod (TSLRCM for short).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 Arcadecalled itback in 2006.A true sequel, Knights of the Old Republic III, was canceled during advanced pre-production back in 2004. This was due to LucasArtshitting 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 Exile is canonically female and the first game's player character is male.These games provide examples of:
open/close all folders
Abandon Ship: The game begins this way, with you and Carth escaping from the Endar Spire as the ship is attacked by the Sith.
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.
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 unless you convinced your witnesses to perjure themselves in the process.
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.
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.
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.
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.
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.
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 SithEmperor and were turned , coming back as conquerers. Worse, most of anything we know about Revan comes from sources that takeJedi 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 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.
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.
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.
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"?
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.
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.
Kick the Dog: Saul revealing to Carth his companion is Revan, which can be a double-ouch if Carth is romancing the player character.
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.
"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.
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.
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).
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).
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.
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.
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.
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..."
Abandoned Hospital Awakening: This game starts with the Exile awakening in the medical bay of Pergus mining station, only to find out that the miners have been massacred, with Kreia and Atton being the only two other living beings aboard.
Absurdly High Level Cap: In the second game, the maximum level cap is 50. You can, maybe, get up to 30 with the available experience and without abusing the mechanics. This may have been in response to the absurdly low level cap in the first game due to the d20 roleplaying mechanic. Non-boss enemies still cap out at 20 though, so even the weakest build will find the game laughably simple not long after that point. There's also an exploit one can use to get to level 50, though it takes quite a long time and isn't really worth it.
All Love Is Unrequited: While it's possible to make certain party members fall for the Exile, the game never really gives you the option to return their feelings. At best, all the Exile can do is dancing around the issue. A male Exile can make advances on Mira, but she turns you down.
Anti-Villain: Kreia, who, depending on interpretation, wanted to free the galaxy from the tyranny of the Force or to rebuild the Jedi Order without the baggage of the past. Maybe. Revan is also characterized like this in this game: a Jedi who wanted to fight off an unstoppable invading army against the wishes of an overly cautious and callous Jedi council, did so with extreme success before giving into the temptation for power. Kreia presents the idea that it was in fact a Genghis Gambit by Revan. He fought the Mandalorians because the Jedi would not, then turned to the dark side to control the Star Forge and turn on the Republic so that they would be ready to face future threats when they came.
Apocalyptic Log: The holologs found scattered throughout the Peragus colony and the Harbinger, which detail the events leading up to the (apparent) extermination of all life in both areas.
Ascended Meme: In-universe, "Pulling a Bindo" is the term used for any Jedi who decides to marry.
As You Know: Averted. Plot elements the player character and several NPC companions already know when the game begins are only revealed to the player towards the end of the game. Large amounts of backstory exposition come in the form of dialog options, since the character already knows it even if you (the player) do not. A large number of those options are in turn Schrödinger's Questions, enabling the player to have control over his character's actions even prior to the events of the game.
Auto-Revive: Atton has a unique ability to give him a chance to revive when he falls in combat, provided at least one of his allies is still standing.
Badass Bookworm: Muscular frame notwithstanding, Bao-Dur is a soft-spoken Gadgeteer Genius who invented the weapon that destroyed Malachor V, and built himself a repulsor-poweredrobotic arm. Mical, AKA "Disciple" also qualifies. You meet him in a monster-overrun library doing a little "light" reading on Jedi history. His Soldier class grants him generous endurance, lots of hit points, and the ability to use any weapon or armor. Cross-class the boy into a Consular, and he is a can of Force-power whoop-ass on top of that.
Badass Long Robe: One of the clear things the second game did better than the first was adding these to Jedi and Sith robes, instantly making anyone wearing them awesome.
Best Her to Bed Her: Completing the Handmaiden's romance sidequest in KotOR 2 requires defeating her in three unarmed duels. Where both participants are wearing underwear (the player's covers more than the Handmaiden's does, though).
The Handmaiden (Betty) and Visas (Veronica) for a male Exile.
The Disciple (Betty) and Atton (Veronica) for a female Exile.
Big Bad Ensemble: Darth Nihilus, Darth Sion and Darth Traya, aka Kreia. Nihilus is by far the most powerful and dangerous (except when you fight him), given that he is a threat to the galaxy's very existence, but he is the first Sith you defeat.
Bizarre Alien Senses: The team bounty hunter can give a short lecture on the Bith (the bulb-headed aliens that tend to be musicians in most bars). Apparently their aural perception covers a much wider spectrum than humans', including some radio signals. However, this makes them extra vulnerable to noise and a flashbang will kill them messily.
The last sparring match against the Handmaiden's sisters, in which they all gang up on you at once, can be won by walking up to them, forcing them to back up so they can attack and pushing them off the mat effortlessly.
Melee shields. They essentially render all non-Jedi, close-combat foes impotent, and you'll usually have enough to deal with the battles where it actually matters. These are especially helpful during the above-mention Handmaiden duel.
Broad Strokes: According to Word Of God, (A) the Exile is female, and (B) the Handmaiden joins her party. Therefore, it is impossible to play a canonical version of the game without modding it. Thanks, jerks. Then the official miniature of the Exile is female, but doesn't match any of the appearance choices available in-game.
Broken Bridge: In theory, you can use the galaxy map on the Ebon Hawk to travel to any planet you wish at any time. In practice, however, half of the worlds you visit will conspire to ensure that you can't leave until you've fulfilled all story-related quests, typically by stealing or shooting down your ship and forcing you to find an alternate means of transportation. This is especially flagrant on Telos, where your first ship is stolen and your next two are shot down almost as soon as you take off in them.
Cain and Abel: General Vaklu (Cain) and Queen Talia (Abel), of the cousins variety.
Consummate Liar: Kreia. Very, very much so. Pretty much everything she tells you is From a Certain Point of Viewat best. Considering she also provides most of the exposition, this can be a problem. This is to be expected since she is Darth Traya, the Lord of Betrayal.
Covers Always Lie: The French version of the game features a backcover where one of the pictures shows a female Exile standing next to the Handmaiden, although the Handmaiden only joins the party if the Exile is male. On the other hand, this is actually the canon version of events.
Crapsack World: Generally speaking, the setting of most locations in the second game. One could make the case that KotOR 2 is set in a Crapsack Galaxy.
Cruel Mercy: Mira has the option of doing this to Hanharr at the end of KotOR 2 after Kreia had done the same to Hanharr before. The Exile can do this to Atris.
Crutch Character: In the first level, T3 is seriously overpowered with his limitless shock arm, putting even your Jedi characters to shame at times.
Dangerously Genre Savvy: Heroic example. After you defeat General Vaklu he taunts the Queen, telling her that no matter what prison she sends him to he will be out in a week. Queen Talia agrees with him and uses her power as regent to order him executed on the spot. You can convince her otherwise, however.
Death Seeker: If you go the Dark Side route, have Hanharr join your party, and gain enough influence with him for him to confide in you, then he will tell you part of the reason he hated Mira so much for sparing his life. It was because he wanted to die, to end his wretched existence, to rejoin his people in the afterlife and ask their forgiveness.
Deconstructor Fleet: KotOR 2 gives this treatment to stock moral dilemmas that RPGs love to throw at the player. Kreia never misses an opportunity to explain in detail how any of the courses of action the PC may take will ultimately harm someone who does not deserve it. In fact, KotOR 2 deconstructs pretty much all the core mechanics of CRPGs, which is part of the appeal. The very first thing that happens in the game is Kreia calling you on the fact that you were merrily looting a dead body. Force powers, leveling up, and even experience points are strong and recurring story elements; if you do not kill the Jedi Masters, when you finally meet them they point out that you have been rampaging across the galaxy killing hundreds and only growing stronger from it. A lot of Kreia's lessons are detailed arguments about how the basic lore of the Star Wars universe makes no damn sense. She is especially skeptical about the basics of how the Force works, since the Jedi and Sith philosophies on how it works are mutually exclusive yet both work perfectly. Check Consummate Liar entry above, though, before considering her stated opinions.
Degraded Boss: The HK-50s go from one being a threat to the entire party on Peragus to T3-M4 taking out three of them singlehanded on Nar Shadaa.
Demoted to Extra: Bastila and Carth, the two main romance options and the most plot-relevant party members in the first game, become this in the second. Carth is only seen during cutscenes and a brief meeting with the Exile near the end of the game. The only time Bastila appears in person is a cameo near the end of the game, provided the player makes the PC from the first game a Light Side male. Otherwise she only appears as a vision in Ludo Kressh's tomb and if the first game's PC is Dark Side, as a hologram of a Sith holocron in the abandoned Sith Academy. Depending on the first game's PC's gender, Bastila or Carth also appears as a hologram of their message to T3-M4.
Depraved Bisexual: Luxa, The Dragon of The Exchange on Telos in The Sith Lords will flirt with the PC regardless of gender, and will always attempt to kill him or her at the end of her related quest.
Deus ex Machina: Light side ending: Malachor is being torn apart by the Mass Shadow Generator, but the Exile is saved in the nick of time by the Ebon Hawk, which rises up from below the platform s/he's on and whisks him/her away to safety. The last we saw or heard of the ship before this was it crashing into a cliff, then falling down a chasm, the entire rest of the party save for Mira, G0-T0, and Bao-Dur's remote unaccounted for.
Development Gag: "I'm Atton. I actually wasn't supposed to make it into the final game, but I was created at the last minute. Blame my agent. I was actually slated for a spin-off to Jedi Knight, but I don't want to talk about what happened there."
Dirty Old Woman: If you pay attention to her, Kreia talks about sex A LOT, especially when you are playing a male Exile.
Female Exile: And it looks like there's some clothes in here. Atton: Dammit! Uh, I mean, good, good to hear it. No sense in you running around half-naked, it's... it's distracting. I mean, for the droids.
Mira Invokes this, saying that she wears her Stripperific outfit so that she can knock men out and check their bounties.
Doing It for the Art: Chris Avellone, lead designer of Knights of the Old Republic II, claims to have sat through every Star Wars movie, read every Expanded Universe book (!), and even endured the The Star Wars Holiday Special (!!) for the sake of fully understanding the universe he was writing. As a result, there are an awful lot of nods to the rest of the Star Wars canon, as well as entire plot threads woven from throw-away background material from the first game. It also tears the basic mythological and ethical system of the setting into itty bitty pieces, so apparently he was not totally impressed.
Don't You Dare Pity Me!: Try to show mercy to Kreia at the end of the second game. Go on, just try. Also, Hanharr's entire character is this.
Dummied Out: While the first game had an ordinary amount of dummied out content, the second game has a metric ton of it, including the actual ending, making the final leg of the game only barely decipherable in how it ties up the loose ends. The game is notorious for the amount of almost completed cut content that is still in the game files. The fan made "TSLRCM" Game Mod was able to take advantage of this to restore significant amounts of content back into the game.
Eldritch Abomination: Darth Nihilus. He eats entire worlds when he is hungry. Also, the Jedi Council thinks the Exile is one - to an extent they are right, as s/he will eventually become like Nihilus if s/he turns to the dark side.
Eleventh Hour Superpower: The player receives an incredibly handy technique depending on their alignment. Dark Side gets Force Crush while Light Side gains Force Enlightenment, both received near the end of the game when the only option is to continue on with the story until the conclusion.
Everyone Calls Him Barkeep: The player character is only referred to as "The Exile," and the only canonical moniker is "the Jedi Exile." The novel has since given her a canonical name: Meetra Surik. Two of the Exile's companions (although you will only get one on any given playthrough) are known for most of the game as only "Disciple" and "Handmaiden." Both eventually reveal their names (Mical and Brianna, respectively). The Handmaiden's sisters also go through the game known only as "Handmaiden."
Executive Meddling: You wondered why the last act of KotOR II felt so rushed and the ending so inconclusive? That's why. Not only did they insist that the game be released by an unrealistic deadline, they even went so far as refusing to let Obsidian release a patch later to restore the missing content!
Experience Points: Deconstructed/lampshaded in KotOR II. A conversation near the end of the game has someone commenting on how the Exile seems to become stronger every time they kill enemies.
Master Zez-Kai-Ell: You must have noticed as you've fought across all these planets, killing hundreds — only to become more and more powerful. Why do you think that was?
Fake Longevity: Obsidian removed most of the examples in the original game (the non-boss enemies are much fewer and go down quicker when they do appear, all turret minigames are purely optional with the same lack of reward). This, along with the cut content, results in a much shorter game than the original.
Fanservice: The Handmaiden habitually trains and spars in her underwear.
Fetish: On Nar Shaddaa, Geeda the Rodian basically says she has this for humans. Her clan apparently holds some squick about it, too.
Forging The Will: The player character has the choice of whether or not to alter a will he/she finds in order to inherit some contested loot. The guy it's given to knows it's been forged, but he's really tired of all the bogus claims to the loot and just gives it away so people will stop bugging him.
Gainax Ending: The second game has it in spades. The cut content makes it somewhat more coherent. After your companions team up in a failed strike against Kreia and are captured you go and rescue them, your interactions earning a degree of redemption. After Kreia's death you tell everyone you have to leave them to follow Revan's path, but Atton still casually offers company.
The Sith Triumvirate seek to kill the last of the Jedi without revealing themselves to the galaxy.
The Jedi Masters have gone into hiding with the hope that the Sith will reveal themselves trying to find them.
The Republic is trying to track down the Exile for purposes that are never revealed, although Carth wants the Exile to give a message to Revan.
Atris is trying to gather the last of the Jedi as bait for the Sith. Once the Sith kill the last of the Jedi, she intends to kill them and rebuild the Jedi Order without "weaknesses" such as forgiveness and pacifism. Cut content reveals that she is behind the Republic as well.
Goto has put a bounty on Jedi so he can hire one to help stabilize the Republic.
Mandalore is trying to unite the Mandalorian clans under his banner and seeks powerful allies, such as the Exile.
Vaklu is trying to overthrow Queen Talia to keep Onderon out of the Republic while protecting Onderon from his Sith allies.
Revan is trying to defeat the True Sith.
Kreia is training the Exile to regain his connection to the Force after voluntarily giving it up to show the remaining Jedi Masters the flaws of their teachings, luring out the remaining two Sith Lords so that the Exile can defeat them, manipulating Atris to reveal her fall to the dark side, attempting to spread the wound in the Force created at Malachor V in order to kill the Force, plotting her own death at the hands of the Exile on Malachor V to silence the echoes of the Mandalorian Wars, and sending the Exile to help Revan fight the True Sith.It is entirely possible that she was lying about one or more of these plans.
The Exchange power struggle on Telos winds up like this, with Luxa, Czerka, Slusk, Goto and even a poor door guard involved ultimately. Most of time, everybody winds up dead.
Game Mod: The Sith Lords Restored Content Mod (TSLRCM), which is developed by Deadly Stream, restores most of what the game was supposed to be. The same mod development team has also released M4-78 Enhancement Project, an add-on mod for TSLRCM that restores the missing droid planet and dead Jedi Master therein.
Gas Chamber: The Jekk'Jekk Tarr in the second game is a bar for aliens where the atmosphere is so toxic to humans that they need an environment suit just to get in. A gas mask can alone won't save you (except it does if you go there before that point in the story). Lampshaded when you show up at the bar without a suit and the crime lord in the back comments on how foolish you are to do so.
Genghis Gambit: In KotOR II some characters speculate that Darth Revan was using one, conquering the galaxy in order to strengthen the Republic against an even greater threat from the True Sith Empire. His/her true intentions are still unknown.
Go Through Me: When the party is arrested on Telos and confronted by an assassin posing as a security guard, Atton tries to pull this to keep the assassin's attention off of the Exile. A little later on, Bao-Dur gets to use the line when you encounter a pair of escaped criminals on the surface of Telos.
Hero on Hiatus: There is a section where you need to set up a secondary group that will board Goto's yacht to rescue the Exile.
Hidden Depths: Atton. One of the earliest indications of just how much he's not letting on is on Telos, when the Handmaiden observes that he slipped into an Echani hand-to-hand fighting stance when it seemed like the Exile was being threatened - information which comes as news to the Exile.
Hypocrite: Kreia is quite the hypocrite. She derides the Jedi council for not listening to the ideas of others and speaks negatively of people who refuse to accept what other people say, but any time the player pokes any holes in her logic she just claims that you can't understand and refuses to take your claims seriously. She also despises the force, speaks ill of those who use it, and her Evil Plan is to destroy it utterly. Despite this she still uses her force powers, and it's explicitly shown that she's too physically weak to fight without them. If the player points this out, she gives a ridiculous Hand Wave that being intimate with the force allows her to counter it better. The player can call her out on all of her hypocrisy but she just brushes it off. There's an implication that Kreia is just too arrogant to accept that she made a mistake (though she will admit that you have a point if you call her out on using force despite hating it).
In the flashback scene with the Jedi Council, Atris is extremely quick to pass the blame for what happened to Revan, to which Vrook counters with "we take responsibility, Atris, not cast blame." And yet he and the rest of the Council is just as quick to pin every bad thing that's happened to the Order in the last five years on you.
I Did What I Had to Do: This seems to be the reason for Revan's turning on the Republic in the first place. Why did they? To save it.
Depending on how you play it, this can also be the Exile's attitude towards the Wars, although he/she can still be regretful of the bloodshed.
Idiot Ball: Despite the fact that Goto's bounty specifically demands a live Jedi brought to him, too many bounty hunters assume that they'll at least be able to negotiate a consolation prize by bringing in a corpse.
I Have My Ways: Can be said to Kavar, when the Jedi asks you how you tracked him down on Onderon.
Ineffectual Loner: From his back story, it seems as though Atton wanted to become this. He....wasn't successful.
Interface Screw: While trying to infiltrate the underground stronghold on Nar Shaddaa, you have to find your way through a maze of identical-looking chambers, most of which are booby-trapped. Your mini-map is disabled to make navigating it somewhat harder.
Karmic Death: The crime lord who betrays Goto to kill the Exile is offed by his own men (who Goto secretly employs). The Jedi Council also qualifies, even if they aren't evil. In their ignorance, they insist on remaining hidden and try to strip the Exile of the Force out of fear. Kreia comes in, gives them "The Reason You Suck" Speech, then strips them of the Force. The Exile survived it; they didn't.
Kung-Fu Jesus: Of a sort. One of the male head models is a distinctly Jesus-esque figure the Let's Play (see below) jokingly dubs "Jedi Jesus".
Lampshade Hanging: The Sith Lords in particular does a good job at this from HK-47 mocking the typical RPG stereotypes to making fun of the mechanics of one of the mini games.
Late Arrival Spoiler: Previews for KotOR II spoiled the fact that the original game's main character was an amnesiac Darth Revan.
Leaning on the Fourth Wall: Kreia notes that by doing peoples' work for them, you are taking the strength they would gain from doing it themselves. This directly translates to experience points. In this context, her wish to kill The Force gets very interesting...
Left Hanging: Thanks to the rushed release, many of the plot threads in the second game are left unresolved even though they continue to just before the end. TSLRCM Game Mod somehow fixes this to a degree.
Legacy Character: Kreia talks of this, stating that "There must always be a Darth Traya." It's more a reference to cut content than anything else, however - specifically, the fact that in the original plan, it was possible for either Kreia to resume being Darth Traya, or for Atris to become another one.
Let's Play: This game has a particularly good one, which explores much of the cut content, and even restores the game's original ending! Found here.
Light Is Not Good: Atris wears all white, has white hair and pale blue eyes, and lives in a snow-covered fortress with similar whiteness in its design. Even her servants wear white.
Loophole Abuse: The easiest way to win the final training battle with the Handmaiden sisters in the second game. They do ridiculous damage and will kill most players in a fair fight. To win, you have to trick them into backing off of the mat (thereby disqualifying themselves) by walking up to them. This causes the AI to back up so it'll be in attack position, which you can repeat infinitely. Just be sure to keep those melee shields charged.
You could also just use Force Whirlwind, if you have it.
Sparring with the Mandalorians has a similar loophole: there's nothing preventing you from just laying mines all over the place before starting a duel.
May-December Romance: Mira turns down any attempted romantic approach from a male exile precisely because this trope squicks her out. The exile's age is not stated (Mira is 23, but the Exile's age is up to the player), but to have been a general in the Mandalorian Wars there must be a age considerable gap between them. The Handmaiden and Visas, however, despite being roughly the same age as Mira (25), clearly have no problem on this account. If you push her on this ("I'm not that old!") she admits it's not the physical age difference that turns her off so much as the fact that you are a lot more world-weary and experienced than her, saying that you are old enough to be her father.
Mind Rape: Kreia does this a lot. Her first victim is Atton: after forcibly extracting his Dark and Troubled Past on Telos, she uses it to blackmail him into obeying the Exile. Later, if one strays slightly onto the dark side, Bao-Dur tries to throw her off the Ebon Hawk and she causes him to pass out by making him relive Malachor V. Finally, the Restored Content Mod restores a scene in which Kreia ensures Hanharr's loyalty to a DS Exile:
Kreia: The screams of your tribe of primitives, the scene of lying blinded with the huntresses' blaster at your skull, I shall make it so that is all you hear and see for the rest of your days.
Modular Epilogue: The game features an optional pre-ending segmented epilogue in the form of the skippable dialogue with the Final Boss, who shares her prophetic visions with you before dying.
Money Spider: Justified with the cannoks, which are annoying little pests that eat anything they can fit in their mouths. There's even a sidequest to this effect.
Morality Chip: You can install one in HK-47. The results are both hilarious and terrifying.
Mr. Exposition: Many in the second game, though most of whom can not be trusted. Kreia is the most obvious example.
My Friends... and Zoidberg: In the light-side ending of KotOR II, as originally intended (and restored in some fan mods), Visas and/or the Handmaiden ask the Exile if they can go with him/her to the Unknown Regions. The Exile says no, saying that they can not take anyone they cares about with them. As the Exile walks out of the Trayus Academy, she finds Atton lurking in a corridor. He asks the Exile if he can go with him/her. The Exile says okay, or at least doesn't protest. (Of course, this may just be an artifact of the fan restorations. All the restorers had to go on were voice recordings, without scripts to give them context.)
Never Live It Down: In-universe example. Throughout the course of the game, the Exile would get blamed by various characters for the destruction of Peragus, regardless of whether s/he is actually responsible (depending on the player's choices).
The Exile invokes this towards themself for their actions at Malachor V.
Never Mess with Granny: Kreia is old enough to count, and as a Consular will have decked out Force powers very early in. With Dark Side skills, she's a murder machine. This is expected of a former Jedi Master, but she is also the Big Bad. Darth Traya killed three Jedi Masters without breaking a sweat. Cut off her remaining hand? No big deal. She just uses the Force to telekinetically wield three lightsabers at once.
Kreia: If you seek to aid everyone that suffers in the galaxy, you will only weaken yourself... and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards. You stole that struggle from them, cheapened it. If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles. And when they triumph, they will be even stronger for the victory.
The speech is punctuated by the beggar being beaten up for the money you gave him.
No-Holds-Barred Beatdown: Sion beating the Force out of Kreia in a cut-scene. And then it fades in and out as Kreia says, "I suffered... indignities."Ugh!
Nonindicative Name: As the Let's Play points out, the game really has almost nothing to do with the Sith, or even Star Wars as a whole - the game is mostly an inward journey for the Exile.
Non Standard Skill Learning: You normally learn skills by investing skill/feat points into them. However, you can only learn advanced lightsaber combat forms by receiving instruction from or fighting the Jedi Masters you find throughout the game.
No Romantic Resolution: There are plenty of hints and other showings but the romances in this game never really get off the ground. This is partially due to Executive Meddling resulting in a lot of content getting cut, and partially due to Obsidian not liking traditional romances.
Not Himself: HK-47 can have a such a moment if the player installs a Pacifist Package into him. Needless to say, this genuinely scares the hell out of him.
Obfuscating Stupidity: The Disciple's a lot more intelligent than either the fans or the crew in TSL give him credit for. For one thing, he is actually working for Carth Onasi as a spy. He also seems to have an unusually clear perspective on both the Jedi and the Sith, compared with other characters in the game who either blend them together into a mutually-evil muddle, demonizing them equally, or worship the ground upon which the Jedi walk. It is more than a little bit likely that, like every other character in the game, he is purposefully hiding his true nature. The optimism seems to be genuine, though. To a lesser degree, Atton. Despite his laid-back jackass routine, he has a lot of hidden depths. Most of them are not very nice, as hinted at whenever he casually mentions killing people.
Parrot Exposition: Both played straight and lampshaded during the player's first conversation with the HK-50 unit on Peragus.
HK-50: Objection: Master! To commit such an act would be in violation of the ethics programming most droids are believed to possess. I am afraid there is nothing that can be done. The Exile: Believed to possess? HK-50: Irritated Statement: Master, if you insist on echoing everything I say, this already tedious conversation is in danger of becoming even longer.
Poor Communication Kills: Specifically, it kills all the bounty hunters who show up to kill the Exile to collect the Exchange's bounty on Jedi, even though the bounty specifies the Jedi must be alive.
You can avoid this after you finish everything on Nar Shaddaa and have G0-T0 join your party - bounty hunters continue to attack you every now and then even after this, but if G0-T0 is with you when they show up, he will tell them that the bounty has been rescinded and they'll leave you alone.
The Power of Friendship: Force bonds were give a spin like this, as they could develop between Jedi and their companions, allowing them to have a degree of empathy between them. It was revealed that Revan exploited this, having assassins and Jedi hunters go after the Jedi's companions to weaken their will later on.
Power of the Void: Darth Nihilus. He is said to be a "wound in the Force" and has potentially the ability to become a "black hole" for all sentient life.
The Exile too, is eventually revealed to be in a similar situation. You never really gained your connection to the Force back, and instead siphon the Force energy from those you kill and your own party members (most of whom are Force-Sensitive and all of whom are in some sense bound to you) to stay alive, become stronger and use your Force powers.
Scare Chord: It’s used every time you commit a Dark action. It’s also used in the cut scene where Sion beats up Kreia with terrifying effect.
Screw This, I'm Outta Here: Atton Rand's backstory pulls this trope out twice. He first tells the Republic "screw it" and joins those who were only loyal to Revan, then after a rather impressive career as a Sith torturer and Jedi-killer, a female Jedi he tortured and brought to the brink of death showed him he was Force Sensitive, and a prime candidate for ending up on the other side of the torture rack. Whether it is a Heel-Face Turn, or just saving his own ass depends on your (and your Exile's) interpretation.
Screwed by the Network: Twice even. LucasArts, the publisher, wanted to ensure that the game would be ready for a Christmas release. This lead to a unrealisticly short development schedule of 13 months, which ultimately left the game incomplete in many respects. Obsidian, the developers, were so annoyed about having to release an incomplete game that they offered to make a mass-content patch which would have restored it to its planned glory. LucasArts, for reasons unfathomable to fans, denied this request. Modders have done their best to compensate, though.
Shadow Archetype: Two examples: Nihilus to the Exile if the latter follows the Light Path; the masters state that this is what s/he would have become if s/he had embraced the dark side. Darth Sion, too, as his dependency on the Force to keep himself alive contrasts with the Exile's deafness to it.
Shameless Fanservice Girl: When the Exile comments on the Handmaiden's practice of sparring in her underwear, she expresses amusement at the "modesty" prevalent to non-Echani.
In KotOR 2, Visas repeats "As I walk through the ashes of Katarr, I shall not fear..." which is a homage to the famous "Though I walk through the valley of the shadow of death, I shall not fear, for thou art with me..." line from the 23rd Psalm.
Squick: In-universe, if the male exile flirts with Mira, she expresses such due to the age gap. If pressed, she explains it is more of an emotional age than physical age, saying that the Exile has been through so much as to seem old.
Story Breadcrumbs: In spades. Important backstory is hidden in obscure dialogue options, which may or may not show up depending on your gender, Force alignment, influence with each particular companion and even the number of previous walkthroughs. It takes at least two of them to get even a vague idea of what's going on and even more, combined with lurking through the dialogue files, to get all subtleties.
HK-47 mocks Carth and Bastila's romantic subplots with the PC of the first game. HK-47 then says that is not the case with the second game's companions (though the player has the option to correct him). Starts at 2:24.
HK-47: Warning: If you draw another +/-1 card, I will enact assassination protocols.
Easter egg dialog (complete the game twice or edit the games files so it thinks you have) will have Atton ask the female Exile if she's an angel — and then remark that it is a terrible line and that he hopes some poor kid does not use it someday.
Talking the Monster to Death: Instead of an optional requirement, it's the only possible way to win against the effectively-immortal Darth Sion. You just have to beat him down enough times to get the option. A secondary effect is that, with a decent Persuade skill, you can erode his will and bring down his saving throws, making beating him down that much easier.
Pretty much every implied party member romance in this game counts, as some party members can eventually become Jedi students of the Exile. And since those characters will only become Jedi if you increase their affection towards you, almost any opposite gender teacher/student pairing bears a degree of potential for romance. Bonus points go to the Disciple, who was supposed to be the female Exile's Padawan before the latter ran off to fight in the Mandalorian Wars.
If the Exile is male, it is also implied that Atris was infatuated with him. Even if you play as a female Exile, Kreia tells you Atris loved you "as one loves a champion".
Technically Living Zombie: The decaying, scarred Darth Sion, kept together by the Dark Side of the force. It was only his pain and rage that was keeping him from death, as shown when he was persuaded by the Exile to let go of the Force.
Teeth-Clenched Teamwork: The interesting thing about The Sith Lords is that the interactions between party members borders on outright hatred of one another. Everyone but Bao-Dur either ignores or actively hates the droids, who in turn are busy zapping each other at every occasion; Bao-Dur himself hates Mandalore and his people; Atton/Handmaiden are jealous of any attention the Exile gives to the Disciple/Visas Marr; and no one trusts Kreia, who openly mocks more or less everyone. Aside from their relationships with the Exile, about the only ones who get along are Mira and the Handmaiden, and maybe Atton and Bao-Dur eventually.
Thanatos Gambit: KotOR II. Darth Traya seems to have deliberately arranged her own death as the only outcome of events. She seems to do this so the Exile is able to restart the Jedi Order exactly as she wishes, without the baggage of the Old Order. Which includes her.
Think of the Children!: When you install the pacifist package in HK-47, he will say this without any hint of sarcasm.
"We must always think of the children. The littlest ones always suffer in war."
Token Good Teammate: Dopak is this to the Dantooine mercenaries, although it only becomes apparent if you give him Zherron's secret message.
Token Romance: Due to the unfinished nature of KotOR 2, none of the four romances are at all developed or given any conclusion. Atton's consists of one conversation that is worded the exact same way for male and female characters, the Disciple's barely exists, the Handmaiden's barely mentions romance at all, and Visas' is barely different with male and female characters. They mostly consist of a few hints that Mira drops, and some cutscenes of one being jealous of the attention the other is given by the Exile.
Too Dumb to Live: The Exile on Nar Shaddaa after the plot for that planet kicks in. On their way to the villain's lair, which is filled with a gas that is lethal to humans, they are incapacitated by Mira, who takes her protective environment suit and goes in the Exile's place. Upon reawakening, the Exile, instead of seeking help from their companions or any secondary way of surviving the gas, simply rushes in after Mira, and starts to suffocate immediately after entering. They only survive because Kreia conveniently is able to teach them a Force power that will keep them alive long enough to get through.
Translation With An Agenda: In-universe, the HK-50 droids masquerade as protocol droids (who among other things work as translators) to spread anarchy and war by ruining diplomatic confrontations. In some of the cut content (where you see the place they're manufactured and trained), they are not at all subtle about it, often opening conversations with vile insults and overt threats they attribute to their "masters".
Translator Microbes: The sonic imprint sensor the Exile obtains on Peragus is what they uses to translate all the non-Basic speech in the game. Unfortunately, it's also how the HK-50's always know where they are.
Undisclosed Funds: The Exchange's bounty on Jedi, although it is implied to be quite astronomical.
Unexpected Gameplay Change: While a turret sequence is nothing new to the series, the escape from Peragus has a completely random and nonsensical sequence where you have to use the Ebon Hawk's anti-personnel gun to take down waves of Sith soldiers. Mind you, you have not encountered these types of soldiers on Peragus even once, yet somehow several dozen have managed to follow you here. The sequence is actually counter-productive, as you do not get a reward for killing them, but you get XP if you let them board the ship and fight them in person.
Unreliable Expositor: Kreia. She lies. A lot. She also provides most of the exposition in the game. This can be problematic. Many other characters also do this, to a lesser extent.
Untrusting Community: Dantooine does not like Jedi in the second game. Understandably so, given what happened in the first. And there's no Gameplay and Story Segregation about it, either (unless you put your Exile's first name as "Jedi" like the Let's Play unintentionally did); try to talk to most people there while you have a lightsaber equipped and they will refuse to speak to you.
Unusual Euphemism: Quite a few. Some are obvious, such as "hooking up power couplings" or "charge up her loading ramp." There is also one for entering hyperspace: "Let's burn sky until we see lines."
Upgrade vs. Prototype Fight: Almost happened with HK-47 and the serial HK-50 models. However, time constraints forced the developers to cut the content, meaning your character won't fight any more HK-50s after reactivating HK-47.
Vitriolic Best Buds: The dead officer lady on Onderon and the guy accused of killing her were like this.
War Is Hell: Arguably the basis for the entire plot of the second game - nearly every primary character has been touched by Malachor V in some way, and the resolution of the echoes cast by that tragedy comprise the core of the narrative.
Furthermore, it is shown that the war in the first game has had absolutely devastating consequences for the Republic. Throughout the game you meet refugees, embittered ex-soldiers, and traverse planets that are still physically and culturally ravaged five years after the war's end while the galactic government collapses slowly.
We Want Our Jerk Back: HK-47, who you will repair if you have a sense of humor. You can also install an HK Protocol Pacifist Package, which turns HK into a demented, overly polite C-3PO. The other characters are so disturbed that they immediately remove the upgrade.
Wham Line: Defied. Toward the end of the game, the Exile can ask Kreia what was so special about him/her. Kreia points out that there is no sudden shocking truth for her to reveal about the Exile (because the Jedi Masters already revealed it on Dantooine, albeit not in the form of a single line).
What Could Have Been: Most of the removed content (like the ending) would have been restored by a patch if LucasArts had not prevented them from releasing it. What is known about the planned ending would have been legendary if completed.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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."
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
"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."
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 certainstoryevents. 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
According to Drew Karpyshyn, the player character was born in 3994 BBY, thus making them 43 at the time of the first game.
Of course, the Star Wars universe has humans who are far longer-lived than us Earthlings.
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
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.
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.
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.