The Star Wars MMORPG developed by BioWare, set in roughly the same timeline as their Knights of the Old RepublicRPGs, approximately 3600 years before the films. Three hundred years after the events of Knights of the Old Republic 2, the Sith Empire returned to the galaxy to attack the Republic and its Jedi guardians. After decades of fighting, a tenuous truce was established, but the peace is fragile, and it is only a matter of time before the two factions go back to all out war.The game boasts "immersive storytelling, dynamic combat, and groundbreaking companion characters". It was released on December 20, 2011 (Dec. 22 for some of Europe). On November 15, 2012, a free-to-play model was released, while still offering incentives to purchase a subscription.There is a trio of books that serve as a prologue, Fatal Alliance (dealing with tensions in the truce), Deceived (Malgus's story), and Revan (detailing just what happened to Revan and the Exile after the events of Knights of the Old Republic). There is also a novel set at around the same time as the game, Annihilation (centred on Satele Shan's son).The official website can be found here.
This game provides examples of:
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Acrofatic: Picking male body type 4 during character creation will not hinder you from force jumping around or rolling into cover. This applies to NPCs as well.
Action Girl: Three of 'em; Mandalorian bounty hunter Shae Vizla, the Twi'lek Eleena Daru, and Satele Shan (descendant of Bastila Shan), as well as any female player character or companion.
Actually Four Mooks: Invoked on Nar Shaddaa in the Republic storyline. The Mountain, leader of one of the street gangs, is actually a set of identical quintuplets.
One of the Crew Skills for companion characters, used to get lightsabercrystals, and the like, as well as opening some passageways in Flashpoints, is called Archaeology and involves excavating ruins.
Sith players start out on the ancient Sith homeworld of Korriban, many of their lessons require them to retrieve valuable artifacts from the tombs of the ancient Sith Lords. Jedi Players have similar opportunities on the ancient Jedi homeworld of Tython.
The Sith Inquisitor spends all of Act 1 hunting for various artifacts (although this often involves hunting thieves more than searching ruins). On the Republic side, the Jedi Consular's story begins with researching ancient Jedi holocrons and finding the Fount of Rajivari.
An entire branch of the Imperial government, the Imperial Reclamation Service, is dedicated to excavating the past. Imperial players world story quest on Tatooine and Hoth involves helping them out. Quite a lot of the dig sites for the latter are found in a spaceship graveyard, aside from the fact that some Sith tombs are located on this planet.
Affably Evil: Aside from the Player Characters being able to act suavely while committing atrocities, here are some of the more notable ones broken down by class:
Watcher One on Taris and Lord Praven on Tatooine. Watcher One is a My Country, Right or Wrong type who tries to stay out of the political machinations of the Sith if possible, and is so dedicated to the Empire that he'll commit suicide rather than allow himself to be taken into custody. If granted mercy and dismissed, though, he'll defect and build a new life in the Republic..
Lord Praven, meanwhile, considers you a Worthy Opponent, drawing you into a duel in exchange for the deactivation code to a super-weapon. He is so unlike other Sith that you're actually able to talk him into defecting to the Jedi, given the right conversation options. And according to his codex, after killing a famous Jedi duelist during the invasion of Coruscant, he spared her Padawan, telling her to challenge him after she'd honed her skills. She did - and the fact that Lord Praven is still around to challenge the Jedi Knight indicates how well the padawan fared in that duel.
Lord Zyn on Korriban. He's pleasant, cheerful, always smiling and generous with his praise both in conversations and in reporting your performance to your overseer. You really have to remind yourself that he's an interrogator who tortures people with force lightning to squeeze out information from them and does a Squee of delight when he hears you tearing through a subject. He also compliments you on your unusual interrogation methods if you get a confession out of the poor guy shackled to the table without zapping him.
Lord Zash, the Sith Lord you're trying to impress, is extremely polite during your first meeting and corrects herself when she accidentally calls you "slave" instead of Acolyte. The next time you see her she catches your Jerk Ass Overseer playing favorites with Ffon and kills your rival when he admits to attempting to steal your victory in the tomb. Even her Codex bio warns that any Sith Lord that is that polite and amiable must have some serious Hidden Depths.
Grand Moff Kilran. Everything he says is at the same time arrogant, condescending and polite — though he cuts the act once you really piss him off. Not to mention his nickname is "The Butcher of Coruscant".
Darth Lachris: She's casually murderous, yet she genuinely enjoys your relationship and you can even start a sexual relationship.
Doctor Charnagus on Nar Shaddaa is an especially unsettling example. On the one hand, he's been grafting parts of Republic soldiers onto Imperial agents so that the Empire can plant them as saboteurs, and he seems quite proud of the procedure he's using; nevertheless, he greets the Republic PC politely, reasoning that it's "only fair" that the PC want to rescue the abducted Republic Captain who's currently on his operating table. He helpfully wakes the Captain up to tell him that he's been rescued: "Isn't that wonderful?"
Air-Vent Passageway: Subverted during the Grand Acquisitions Race world event. You're asked to spy on a Chevin meeting and use an air vent to do it. Your first thought is probably "Oh, my character's going to crawl through a series of ventilation shafts and watch the meeting from behind a grate, inside of one." As it turns out, the game wants you to click on the controls for the air vents first, and then stand on top of an air vent. The resulting air blast blows you high into the air so that you land on another air vent, which sends you sailing across the room to another spot, etc, until you finally land where you need to be in order to eavesdrop.
Alien Arts Are Appreciated: One of the category of companion gifts are labeled "cultural artifacts", which are generally works of art created by alien species around the galaxy.
Alignment-Based Endings: The class-specific campaigns are mostly linear but the player's moral choices alter them cosmetically. Also, while the Light Side path is canon for Republic characters, the Dark Side is canon for the Inquisitor, who is referred to as Darth Nox (a Dark Side title) rather than Darth Imperius (Light Side) in the later canon materials. The last is unprecedented: in every single previous Star Wars video game where there has been a choice between the Dark Side and the Light Side, the Light Side has been established as the canon choice.
All of Them: On Quesh, when a Republic player asks what forces are you going to face, the answer is "Every droid the Empire brought".
Allegedly Free Game: After going to a Freemium model, in-game purchases can be made using "Cartel Coins", with (for example) $4.99 buying 450 of them. It falls into this because a lot of features require Cartel Coins to be used, such as crafting slots, wearing epic-level gear, and even character titles (90 for a single character, 200 for account-wide).
Amazing Technicolor Battlefield: The second part of the battle against The Terror From Beyond takes place inside a Gree Hypergate, where thre are floating platforms and distance from targets becomes irrelevant.
Ancient Conspiracy: The Star Cabal from the Imperial Agent storyline. Their ultimate goal is to have the Jedi and Sith wipe each other out, leaving the galaxy free from their machinations.
According to Hollow Voice in the Jedi Consular class quest, the Esh-Kha were consciously aware of their millenia-long imprisonment in stasis fields in the Tomb on Belsavis. Consular companion Lt. Felix Iresso lampshades the more horrific aspects of this trope if he's present.
The Rakata Mind Prisons are white rooms that seemingly expand infinitely in every direction. They were originally used to imprison the minds of criminals, and the only way to escape is for someone else to take (or be forced to take) the inhabitant's place inside. The Mind Prisons are nearly indestructible, and almost thirty thousand years old at their youngest — their inhabitants almost invariably have a screw loose.
The first two thirds of the Colicoid Wargame flashpoint eschew the traditional battle through masses of trash mobs in favor of a turret defense minigame and a switch puzzle sequence.
Anti-Frustration Feature: A whole list of them were added in patch 1.2. Notables including skipping right past orbital stations on the way back to the player's ship, being able to access vehicles in certain areas, and getting "sprint" (the ability to move faster out of combat) at level 1, cutting down the Fake Longevity early on a great deal.
Apocalyptic Log: A lot of characters record their dying words in hologram messages. It must be pretty easy to set them up and use them while being mauled or murdered.
After Thanaton gets beaten down by the Inquisitor, Darth Mortis apologizes to Thanaton before snapping his neck with the force.
Jedi frequently apologise to enemies that refuse to back down. Light-Sided Sith are a variation of this, seemingly more annoyed than anything else that they've been forced into an unnecessary confrontation.
Ffon serves as one to the Sith Inquisitor on Korriban, constantly putting down the player character (and other apprentice hopefuls) and having his skills as a true Sith being boasted about by Overseer Harkun. He eventually resorts to trying to steal the player character's success when he fails the final test, and is caught in the lie by Lord Zash, and fried for it.
Thana, a Sith Lord found on Taris by Imperial players. She keeps doing worse than the player character and getting captured on top of that, yet keeps insisting that she's better and that the player character is "getting in her way." Fortunately, none of her superiors are duped by her bragging.
Imperial Scientist #1: These experiments the Republic's been conducting — xenophobia, genocidal conditioning... I can hardly believe it. Imperial Scientist #2: I know. It's ghastly, unethical... Imperial Scientist #1: You know I had this same idea years ago. Imperial Scientist #2: You— wait, what? Imperial Scientist #1: Yes. I didn't have the backing or the resources to pursue it, but the hypotheses were there. Never imagined the Republic would beat me to it. Didn't think they had it in them.
The Sith governor of Balmorra enjoys crushing rebels a little too much. The lines used to flirt with her are generally pretty hilarious because of it; player characters can only...spend quality time with her by acting like a complete sociopath.
NR-02, the protocol droid aboard the Black Talon, also qualifies — after a bit of Fridge Horror has kicked in.
Badass Boast: It seems that everything that comes out of the Bounty Hunter's mouth is either this, or asking for the agreed-upon money.
Badass Normal: Anyone who isn't a Jedi or a Sith, as usual, but the Trooper in particular is looking like this.
Jace Malcom, who leads a daring raid on invading Sith forces on Alderaan. He starts with massive destruction via his BFG. When that starts to get boring, he goes after the local Sith Lord. When Malgus deflects the rockets, he charges him, steam-rolling through two Sith Warriors in the process. When he's finally stopped by Force Lightning, he pulls out a freakin' knife before getting blasted away. Cue an awesome Jedi, whooping up. And, what does this man do when the same Sith tries to impale the saving Jedi? He bum rushes the guy and, whilst they grapple, sets off a FREAKIN' GRENADE. Oh, and survives. Talk about BAD !@#$%^&*!
If you watch during the battle, you can see other troopers taking on Sith with their bare hands.And winning!
Bad Boss: Imperial Intelligence tries to keep The Empire together, but still has to answer to the Sith. They often get caught up in Sith power struggles as a result, and that is never a good thing.
Bait-and-Switch Boss: The second boss of the Mandalorian Raiders Flashpoint looks like it's going to be a group of elite Mandalorians. However, these Mandalorians immediately get killed by a boarding party from your opposing faction, who serve as the real boss.
Bald of Evil: Darth Malgus, who features in the "Hope", "Deceived", and "Return" trailers.
Since each of the eight player classes get's their own set of combat-effective companions, and every class has romance options...
Beef Gate: Sure, you can technically visit any planet after you get your ship around lvl 16 but considering that each planet is geared towards a certain character level (for example, Hoth is geared for characters around level 40) heading to an endgame planet like Correllia after finishing Dromund Kass or Coursant is not advisable. Also, Heroic areas are designed for group play and the weakest enemy in them tends to be elite level at least, so it is not a good idea to try and solo them unless you are overleveled. And on planets, like Tatooine, where you can stray into the other faction's territory, do be aware that there are several squads of level 50 champion enemy troops hanging around to Curb Stomp your adventuring.
Being Evil Sucks / Being Good Sucks: Aside from the war, being a Force user on either side isn't good for your love life. The Jedi being attached to something can lead to the Dark Side, which is true but still sucks, while the Sith consider love to be a weakness and since they're always trying to off each other, it makes it a very dangerous thing to start a family if one their side. The Sith power struggles mean that despite Evil Is Cool, Being Evil Sucks for the side as a whole since anyone they care about could get Stuffed In The Fridge by a rival, and that's if they aren't forced to do the deed themselves.
Big Brother Is Watching: Kaas City is one of the most orderly places in the galaxy and the combination of Imperial Intelligence and the pacification droids which litter the streets ensure that it stays orderly.
Lord Kallig also has one of Grandpa Sethian proportions in the Sith Inquisitor's storyline when he rescues you from the mad ghost Darth Andru as part of a trap set for the Inquisitor by Darth Thanaton. That said, he does chide the Inquisitor for falling for it and warns his descendant he doesn't have the strength to do it again.
Bigger Bad: Many cases with the main questline in some planets.
Bigger on the Inside: In several locations full-scale models of the republic frigate can be seen up close. There is absolutely no way that the interiors visited in the Black Talon and Esseles flashpoints could fit in there.
Bittersweet Ending: In all of the endings of the Imperial Agent story, the Star Cabal has been thwarted, but Imperial Intelligence is left disbanded and the Minister of Intelligence will possibly be executed by the Dark Council for going behind their backs in order to aid you in destroying the Star Cabal, not to mention nobody outside of the Intelligence and your crew will ever know what you have done to save the galaxy.
Black and Grey Morality: Even though the Republic is flawed, the game makes no mistake of conveying that a victory for the totalitarian Empire would not only put the Galaxy under an exceedingly harsh and anti-democratic government, but also leave it at the mercy of the Sith.
Black Cloak: The style of choice for the discriminating, fashion-conscious sith.
Blatant Lies: One of the new Bounty Brokers Association subquest involves capturing or destroying a assassin droid. When you meet your target, its a regular-looking protocol droid with the description "Harmless Protocol Droid," who proceeds to unleash a Macross Missile Massacre on you.
The 'Esseles' and 'Black Talon' flashpoints end with the players doing one of these to an enemy capitol ship, while the rest of the flashpoints have players sneaking into enemy territory with shuttle craft.
And then there's the Hateful Entity in 16-man Nightmare Mode Scum and Villainy. It's spawned via yet another MacGuffin dropped from the aforementioned Dreadful Entity. It is so difficult to beat that only a handful of known guilds have done it, with several threads on the official forums swapping strategies and progress towards killing it. It's even drawn comparisons to the Absolute Virtue from Final Fantasy XI before it was nerfed.
Boring, but Practical: Not uncommon to see a lot of people sticking to one of the tank or healer companions the entire game. Expect to see a lot of Bounty Hunters with Mako in tow, for example.
In the case of the Imperial Agent, they'll stick to the one companion because they get theirs quite late compared to the others. (Their first companion joins on Hutta... their second joins on Alderaan. When some classes are getting their third companion.)
Bounty Hunter: One of the Sith aligned classes available to the player as the Empire has employed a large number of the mercs to bolster their ranks. Complete with a jetpack and a flamethrower!
Jindo Kraay, from the False Emperor Flashpoint, fights along side his ship/ His ship's lasers continue to become stronger unless his ship is damaged. Good thing you fight him near some laser cannons that are already pointed at his ship.
The Rakghoul Behemoth from the Kaon Under Siege Flashpoint would be very hard to beat if it weren't for some well-placed explosive barrels.
The Fabricator, from the Karraga's Palace Operation, would be invincible if it weren't for the conveniently placed incinerator that drastically weakens its armor.
In Terror from Beyond, Kephess falls prey to the folly of fighting near unstable pillars, which lower his defenses if they collapse on him.
Bread, Eggs, Milk, Squick: One Republic mission on Taris requires you to get infected with the rakghoul plague so that they can create an effective vaccine. Once you do...
Bunny-Ears Lawyer: The Light-Sided Sith Inquisitor is seen as such by just about everyone s/he meets. Imperials, Republic forces and independents alike are consistently taken aback by their unexpected level-headedness, tendency to honour promises and occasional displays of genuine compassion, and most of them obviously think s/he's more than a little bit weird compared to other Sith they've met in that regard.
Burning the Flag: One of the heroic missions on Nar Shaddaa involves invading a Mandalorian stronghold, killing their leaders and burning their clan flags.
There's Satele Shan, descendant of Bastila Shan and Revan.
Various groups met in quests follow groups directly affected by KotOR's characters: The Revanites, Sith citizens who worship Revan; the Preservers, Mandalorians following the ways of Mandalore the Preserver aka Canderous Ordo and support the Republic; and so on.
The Smuggler's starship design is suspiciously like the Ebon Hawk's.
It also looks extremely similar to the Millenium Falcon.
Specifically, it looks like what you'd get if the two ships had a kid.
Revan, The Exile and the original HK-47 are featured in quests.
The Jedi Consular's storyline involves meetings with a number of Jedi Masters from the Knights of The Old Republic series, including Bastilla Shan herself!
The main quest line on Tatooine (for both sides) involves a Rakata mind prison, possibly the same one Revan delivered to a Hutt three hundred years prior.
Revan, upon escaping from the Emperor, enacts a plan that will wipe out anyone with any trace of Sith blood. This translates to 97% of the Imperial population, according to HK-47.
Warlord Kephess was a Republic aligned mercenary until he was killed and resurrected by the Dread Masters. He gained incredible powers at the cost of becoming fanatically loyal to his masters. After being killed again at the end of Explosive Conflict, the Dread Masters revive him again in a monstrous body.
Cargo Envy: Satele Shan and her double bladed lightsaber. Made more poignant by the fact the image is not only on the DVD case, but on the game's initial loading screen.
Casanova Wannabe: Harez Bant, an employee in the Imperial-controlled cantina on Balmorra. When you first see him, he's chatting up 3 females in the background, and has been romancing every lonely female he can. Couple this with being a petty thief, and he's just asking for trouble, which could easily result in being executed by the player.
Chainmail Bikini: Usually Averted, but Leia's iconic metal dancer's outfit is available for purchase for both factions, and it does function as moddable light armor. Meaning Inquisitors and Consulars can use it as effective combat gear.
If you play your Inquisitor/Consular as Assassin/Shadow and spec into the tanking tree, you will even have armor values like someone in heavy armor.
Also as of Patch 1.3 even Troopers/Bounty Hunters etc. will be able to wear it at their maximum armour rating, as it has been made into "Adaptive Gear" that scales to suit the armour types you can wear.
Chainsaw Grip BFG: Assault cannons, oversized weapons carried by the Commando class are held this way (and provide the page image).
Chaos Architecture: On Korriban; Ajunta Pall's tomb is now at the center of the Valley of the Dark Lords, while Marka Ragnos' tomb has been moved out of it (to say nothing of how the interiors of the tombs have changed), compared to the original KOTOR.
Which only continues the long tradition, as KOTOR in turn wasn't consistent with Jedi Academy video game.
Chronic Backstabbing Disorder: This is the short, and the long description, of society within the Sith Empire. Deconstructed big time, however. Their chronic backstabbing leads to Imperial Intelligence and about half the Dark Council dead or worse. Darth Malgus tried to form his own empire in the wake of the Knight taking out the Emperor, the Dread Masters the Empire free on Belsalvis also try forming an empire of their own, backstabbing their "rescuers" (even though they are a pain in the Republic's side as well). With Klingon Promotion being standard operating procedure, experienced officers, intelligence personnel, and Sith end up jockying for position and mere survival, undermining and murdering each other, leading to fewer competant leaders when they already have a lower population, less infrastructure, and throw nealy all of their population that isn't Sith or human (remember, this is a galaxy with thousands of sentient races) into slavery, shrinking their talent pool even further. By the time the Makeb storyline rolls around, Darth Marr is admitting the Empire's pretty much screwed.
Colony Drop: Hammer Station is a space station that shoots asteroids at planets.
Combat Medic: Everyone except Jedi Knights, and Sith Warriors, can specialize in healing (after level 10). Otherwise, every class gets a healing-focused companion at some point, allowing them to serve as this everywhere except Operations.
Combat Pragmatist: Most non-Jedi classes have to have shades of this in order to fight Jedi, but special mention goes to the smugglers, who use a Groin Attack and immediately follow up with a headshot.
Comedic Sociopathy: Players will be able to engage in this as the devs have gone on record saying that the Inquisitor in particular will frequently get a conversation choice saying, "Shock him". Also shows up in conversations between the Sith Warrior and Vette as she is wearing a slave shock collar. And the Inquisitor, in conversation with other Force users, can ask Khem Val what Khem Val likes to do to Force users.
Also, in Huttball the devs noticed that people were hogging the ball and creating an impenetrable defense around it. They fixed this by making it explode if a team tries hogging the ball in a corner. The in-universe justification for this? Huttball is for the Hutts' personal entertainment, and you're boring them!
In one of Coruscant's more lawless sectors, the local gangs play a game called "Boom". The local swoop gangs booby-trap Republic supply crates after raiding them, and make bets on how long it'll be before some civilian approaches it to salvage the goods. Related to this is how, on Ord Mantell, local Republic soldiers bet with refugees as to whether they can make it in one piece across a minefield. The player can put a stop to it, run the course, or join in the betting.
The Computer Shall Taunt You: Playing as a Bounty Hunter, you get an assignment to kill a Sith. When you get to her, she says she's disappointed that it was just some bounty hunter who was sent after her, not even a Mandalorian! If you ask her why, she says that obviously she's going to make short work of you, since she's this badass Sith and you're just some chump who can't even use the Force. Maybe another Sith could beat her, or possibly a really lucky Jedi, but not the likes of you.
An almost-literal, in-universe example is SCORPIO.
Conservation of Ninjutsu: The enemy strength ranking system was made with this trope in mind: weak enemies come in packs of 3-5 and die quickly, making your character feel strong by comparison, while strong and up can go one-on-one with the player and give them a good fight.
Taris has several nods to KotOR, including the wreckage of the Endar Spire, an old Swoop Track named Brejik's Run, and a quest giving some closure on what happened to the Outcasts. The ruined city with trees growing and vines hanging off the building makes the planet a two-fer in the trope area as well.
The Imprisoned One from both factions' world quest arc on Tatooine is implied to be the mentally imprisoned Rakata that Revan could sell to Motta the Hutt back in the first Knights of the Old Republic game.
Commander Madine on Balmorra is the leader of a Republic offensive determined to liberate Balmorra from Imperial occupation.
Although the class stories interact very little with each other, there are quite a few sly nods between them:
Risha the Smuggler's companion actually is a Childhood Friend of Vette, the latter actually being rescued by the former's father from slavery.
One talk with Qyzen Fess, companion to the Jedi Consular, reveals that he used to work with a bounty hunter named Braden. Braden being the Bounty Hunter's mentor. Later on in Qyzen's quest chain, he needs to get some information which only a good slicer can acquire. Fortunately, he met and befriended a good slicer back when he knew Braden: Braden's adoped daughter and the Bounty Hunter's first companion Mako, whom he places a holocall to and who is happy to help him out.
Doc, companion of the Jedi Knight, had a one-time fling with Kaliyo, the Imperial Agent's companion. Doc's big-name-doctor ambitions are also thwarted when the Bounty Hunter's companion Skadge kills Nem'ro the Hutt before Doc's treatment of his rare wasting disease can be independently verified.
General Rakton, the main enemy of the third act of the Republic Trooper, is mentioned by Liteunant Pierce, the Sith Warrior companion, who is sent on a mission with his old squad to take on the Bastion.
All Darths are present in the Dark Council room. Darth Maar, for instance, who is the narrator of the Voidstar Warzone, has lines for each class that has a scene in the room.
Late in the Imperial Agent class quest, You learn that Nok Drayen from the Smuggler class quest was a member of the Star Cabal's inner circle; the father of the villain from the Republic's questline on Tatooine is another member.
On Taris Republic players help a Dr. Ianna Cel with research into the rakghoul disease. Ianna Cel and her research later play a central role in the Imperial Agent's Taris quest line. The Agent also ends up visiting Needles' (from the Republic Trooper storyline) lab on Taris concerning a rogue Jedi's interest in research Needles did on the rakghouls. The same research the Trooper put a stop to.
In the Imperial Agent's questline on Corellia, you learn that the Star Cabal is using the conflicts in the Sith Warrior and Inquisitor class quests to weaken the Sith army so the Imperial and Republic forces on Corellia will be evenly matched.
The cults in the Sith Inquisitor's quests on Nar Shadaa are competing with the cult led by the mad Jedi Master from the Jedi Consular storyline.
Felix Iresso, a Jedi Consular companion, used to work under Aric Jorgan, the Trooper's companion.
Convenient Item Placement: The final boss of the False Emperor Flashpoint needs to be killed by getting knocked back into the pit. Since some classes don't have knockbacks, there is a chest which contains grenades that will knock the boss back. Before patch 1.1 this was averted and groups which didn't have enough members with knockbacks were out of luck.
Cool Shades: Cyborg Imperial Agents have quite a few options that make their cybernetics look less like implants, and more like shades that they never take off.
Crossover: Of course, everyone is playing the same game, but there's a significant amount interrelatedness to the character storylines. And while some is expected do to some NPCs being major galactic players, there's a significant amount of small-time relations. To wit:
The Consular's companion Qyzen and the Bounty Hunter's companion Mako are old friends.
Lt. Iresso, another of the Consular's companions, once served under Lt. Jorgan, a companion of the Trooper.
The Jedi Knight's companion Doc's old girlfriend is Kaliyo, the Imperial Agent's first companion.
In fact, the last chapter of the Imperial Agent story is a subtle mess of these, because the members of the Star Cabal are a collection of NPCs from at least the Jedi Knight, Consular, and Smuggler stories/worlds.
Cult: The Revanites of Dromond Kaas who secretly work to spread the word of Revan. They see themselves as persecuted by both Jedi and Sith but do little sane work that would help them be accepted by either.
The Sith Inquisitor also deals with a cult on Nar Shaddaa ruled by the Sith Lord Paladius. And ends up leading a cult of their own as they go after Paladius for the artifact he holds.
Then again, they don't really count if they are interactive.
Cutting the Knot: A Sith holocron has sat entombed in an obelisk for over a millennium. Hundreds of sith have tried to puzzle out how to release it. The Sith Inquisitor shot it with Force Lightning, proving that sometimes, the simplest solutions are the best.
Made hilarious since the dialogue shows the Sith Inquisitor shocked it simply out of frustration, only to be genuinely surprised that it actually worked! They can later admit this to Darth Zash, who finds it equally as amusing.
Cyanide Pill: In the Agent questline, the Old Man injects himself with lethal poison if you don't kill him immediately after defeating him. In the Jedi Knight questline, Watcher One does the same if you try to apprehend him.
Cyborg: Plenty of them, with this being Star Wars, and cyborg Human is one of the playable races. One Sith Inquisitor Darth Mekhis from The Lost Suns tie-in comic has hascybernetic eyebrows.
Dangerously Genre Savvy: The Emperor. He has visions that the Jedi Knight will be the one to stop him and defeat him. So he possesses the Hero's friend and attacks them while they are weak. And if Kira hadn't snapped out he might have pulled it off.
Darker and Edgier: Than most Star Wars fare: the game is set in a cold war where both sides can easily be called evil by the other side for entirely valid reasons. It is a Bioware game after all.
The Developers have said that they want to keep this game true to the Star Wars feel, as opposed to 'having their own spin' on it (like Death Troopers). Apparently, this hasn't kept them from including zombies in one of their world quests. Make of that what you will.
One of the developers even used the exact words in a promotion trailer for the 1.5 patch.
Dark Is Not Evil: Might be too early to tell for certain sure, but this Sith Empire are not your grand-dad's villains. Darth Malgus is a loving husband who cares about his men and the civilians of the Empire, the troopers follow their leaders out of respect and not fearnote Well, usually, anyway, and gameplay vids showcase that you'll be able to influence how true this is.and the Empire itself is a meritocracy done right (usually)note Related to The Starscream, the Bounty-Hunter's quest on Balmorra consists of [[spoiler: an Imperial commander trying to undermine his superior and look better to the overseer of the base, and hiring the BH to do the dirty work for him. This comes back to bite him in the bum, as the overseer had been paying attention and orders the execution of the backstabber..
It is worth noting that Malgus is a reformist and deeply hated in some Sith circles for his radical views. The only reason he's not directly targeted is his lack of a political power base and the fact he has no desire to get involved in the backstabbing politics of the Empire. So whilst the Empire has members who aren't simply in it For the Evulz, the darker aspects still very much remain.
The devs have said that for this MMO, it's entirely possible to play as a Light-side Sith, meaning your own character could be an example of this trope.
Later history trailers have even lampshaded the idea that, logically, the Sith should have a 0% Approval Rating among the citizenry but doesn't; the promotional material and developers suggest that the entire concept of "The Empire" is going to be deconstructed to a degree in the game.
Imperial players have both light and dark side options, although the light side options are more Noble Demon as opposed to For the Evulz rather than full-on good. The Devs claim that as the story progresses, Imperial players can gradually become full fledged heroes, while Republic heroes can fall to the dark side completely.
In patch 1.2, you'll be able to use the legacy system to make a character of any race as any class. Yes, that means you can have a sith pureblood be a born and raised Jedi. However, this is more of a gimmick than anything else, for it technically clashes quite heavily with the lore.
In the Deceived trailer we see the Sith fleet sacking Coruscant. They burn stuff. A later trailer also revealed that the Bounty Hunter class has an ability named this that, well, allows them to get airborne and rain AOE fire down on the enemy.
Imperial Agents and Smugglers can call in orbital strikes against enemies.
One of the most devestating Bounty Hunter attacks is called this. You engage the jetpack, hover over your enemies, and raindown missiles on them. It's every bit as cool and destructive as it sounds.
An interesting tactic for surviving normally fatal falls, if you're playing a Jedi Knight or Sith Warrior. Instead of just falling and taking the hit, you can use a force leap (which you get at level ONE) on any enemies conveniently located below you. Due to the skill's mechanics, your fall damage is negated, and any onlookers get to see a jedi/sith jump out of nowhere to rain death on some unsuspecting enemies.
Death Is a Slap on the Wrist: As it's an MMO, this is unsurprising. Dying simply damages your gear slightly, which can be repaired for a paltry fee.
Deflector Shields: The Bounty Hunter's tanking Advanced Class, Power-Tech, and Trooper Vanguards, specialize in these. They get slots to equip shield generators, and activated abilities. Several companions also get a shield slot.
The Sith Assassin advanced class, in its tanking variation, focuses on imbuing their personal shield generator through a double-bladed lightsaber.
Deliberate Values Dissonance: One notable example is present in the "Kaon Under Siege" flashpoint. At one point, the person you are talking to starts undergoing a painful Baleful Polymorph into a rakghoul. You can either kill him or spare him (the latter has him attacking you and summoning more rakghouls). Now, if you are playing for the Republic, the Light Side option is sparing him, and the Dark one is killing him. For Imperials, the Light Side option is a Mercy Kill, and the Dark option is letting him suffer.
To say nothing of the myriad kinds of actual weird ammunition the gun-oriented classes can fling around. For starters, the Bounty Hunter has a missile that heals people.
Deployable Cover: Usable by Smugglers and Imperial Agents. Besides the obvious, this is notable for granting them access several of their abilities (like Barrage), since they can only be activated while in cover.
Determinator: On the Republic side we have Jace Malcom at the "Battle Of Alderaan". Fighting his way through Force Lightning to try and stab a Sith Lord is something else. Never mind nearly killing yourself just to take him down. Then again, considering that he's voiced by Jolee Bindo, are you shocked? And for the Empire we have Lord Malgus. He shakes off a rocket and a grenade to the face before being blasted into a mountain with the force and he survives.
Revan is still alive, after being tortured by the Emperor mentally for three hundred years.
Despite the fact that Flashpoints are meant to be played with a group of four players, companions occasionally have unique dialogue only available in them. For example, taking HK-51 with you to "The False Emperor" where you fight HK-47, before combat the two will briefly argue which HK series is superior.
Because races are aesthetic, it may come off as an inversion since some characters will say the same thing about races regardless o their own race. This sometimes becomes quite amusing, such as an NPC explaining what a Cathar is to a Cathar PC, or a Sith pureblood player character saying they don't have Sith DNA in The Foundry.
Disney Villain Death: Enemies take fall damage proportionate to the length of the fall, blowing a difficult enemy off a tall cliff is a great way to end the fight quickly. However, Elite enemies in Flashpoints will respawn almost immediately after being "killed" this way.
Distant Finale: Among other things, serves as one for Knights of the Old Republic series, finally clearing up loose ends like the "True Sith" not to mention the fates of Revan, the Exile, and the original HK-47.
Distracted by the Sexy: Consular companion character Tharan Cedrax uses this with his "Deploy Holiday" ability. It causes his own companion, a sentient female hologram named Holiday, to materialize next to an enemy and distract them by being her usual flirty self. Now, a holographic anything popping into existence right next to you would probably throw off your concentration no matter what you were, but if you happened to find female humans attractive then your concentration would really be thrown off.
Do a Barrel Roll: At any time during space combat, hitting the space-bar will do just this.
Doomed by Canon: Alderaan, of course. In addition, the Sith Empire on Dromund Kaas will cease to exist long before Episode I since the era of the (old) Republic ends in Episode III.
Double Weapon: Sith Inquisitors and Jedi Consulars are the only classes that can use these.
Do Unto Others Before They Do Unto Us: The Republic Navy is horrible about this. The Consular on Balmorra is caught between a Reluctant Mad Scientist who created a planet destroying superweapon and a Republic Admiral with more than slight General Ripper streak that doesn't care if it turns the planet to slag, because he's damn sure the Sith will just use it against the Republic anyway. You can Take a Third Option by blowing it to slag - the scientist (also Zenith or Qyzen, if you have them along) is grateful someone has a shred of sanity.
General Garza has this mentality. She will openly chastise the Trooper if they decide to destroy any research on prototype Imperial superweapons, viewing it as something the Republic could have potentially used against them instead!
In one of the bonus mission of Hoth, an Imperial Captain and his Republic counterpart go in on an Enemy Mine situation against some terrorists. One of the grunts on-site suggests destroying the Imperials with the terrorists' weaponry before "they can trap us." If you tell the grunt to cool his jets the Imperials are surprisingly civil and grateful that you didn't try this on them because they were operating in good faith. You get a letter from the captain later saying he's putting in for a transfer to the Diplomatic Corps because the whole thing showed him that the Imperial soldiers are Not So Different than his own men.
Dramatic Irony: In one of the promotional videos, showing the cinematic camera usage in the game, a team of Sith are confronting an Alderaanian noble who exclaims "I would sooner see Alderaan blasted into space dust!"... cue about 3000 years later...
Driven to Madness: Revan, after 300 years as a prisoner of the Emperor, enacts a plan that would wipe out 98% of the Imperial population.
Dug Too Deep: The Sith Expedition that decided to foolishly disregard all advice and disturb the Dark Temple on Dromund Kaas. Needless to say, by the time you arrive on the scene, it's clear that things have not ended well for them.
Appropriately enough, one of the dialogue options actually namedrops this trope.
The Dulcinea Effect: Unsurprisingly, players are offered the chance to follow this course of action with various quests on more than a few occasions.
Embarrassing First Name: Darth Malgus' real name is Veradun. Only his wife gets to call him that, and only when they are alone.
There's also the Jedi Knight companion, Doc. His real name is Archiban Kimble, but he insists that you just call him Doc.
The Empire: The Sith Empire and the Chiss Ascendency, both allies in the Cold War.
Enforced Cold War: Due to the Treaty of Coruscant preventing the Sith Empire and the Republic from openly engaging in warfare, both sides have taken to seek outside parties such as Bounty Hunters and Smugglers to perform acts of sabotage and espionage. Thus if they get caught, both sides can claim plausible deniability that they doing anything officially sanctioned.
Encyclopedia Exposita: Discovering new entries for it gives you a considerable amount of Experience Points. Also, there are "Datacrons" hidden on every world, that give these, as well as permanent stat bonuses for finding them.
Enemy Civil War: The Sith are very, very prone to this. The largest example occurs during the Ilum questline where Darth Malgus forms a new Empire free of the politics and racism of the "old" one and declares war on both factions.
And now it has happened, to a much more destructive degree, courtesy of the Dread Masters. They are responsible for pretty much the entire current operations arc, except for the Eternity Vault.
Enemy Mine: The Republic world quest on Belsavis gives the option of working with a Sith to stop a creature called the World Razer from being unleashed.
Epic Movie: Well, Epic Videogame, whatever. It features 200,000 lines of voiceover, for starters.
The Sith Warrior must win some kind of prize for it. You end up killing your master's master, convincing a party-member-to-be to kill her master, almost getting killed by your minion, and killing two of your own personal masters. It comes with the when in doubt, kill things philosophy.
Darth Malgus. Despite willing to kill hundreds of thousands of innocent and less innocent lives, he loves his Twi'lek wife, Eleena Daru (though sometimes has a rough relationship with her). Sadly, he kills her because she was his greatest weakness that could be exploited against him. Though he did express great remorse in killing her (even crying at having to do so). And her death turns her into his greatest strength. ELEENA!!
In the Jedi Knight storyline the end of the Coruscant main quest has the player killing Darth Angral's son to keep him from causing a planet-wide catastrophe on Coruscant. Angral immediately swears revenge and decides to use the stolen Republic super-weapons his son gathered against the Republic.
The Player Characters can also be played as this. Even if you are playing as a remorseless Dark Side character, it does not lock out the chance to develop a relationship with other characters.
Even Evil Has Standards: So what does it mean, when Sel Makor does his best to keep the Sith Warrior from releasing the Emperor's conscience from his domain out of fear of what the Emperor would do to the galaxy?
Likewise, this is one of the main reasons Lord Scourge defects and runs off with the Jedi Knight. Even the guy who killed the Exile and got Revan imprisoned for 300 years of torture can't stand the Emperor.
You yourself can be this if you are dark sided, but decide several dark side options are too evil.
Everybody's Dead, Dave: For Imperial players, this is what happens to the crew of the Black Talon if it was decided to execute the captain; the bridge crew tried to desert and others tried to stop them.
One of the Imperial officers on Balmorra if you select the dark side option in the quest finishing dialogue and tell him Jedi were in cave 52, not weak Force-sensitives, he will tell you that he loves killing rebels: ("There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.")
Imperial Agents are advised to drop the Imperial accent when going undercover on Hutta.
Some missions have Jedi characters needing to pass themselves off as Sith, where they fake the accent.
General Garza in the Trooper story even says she knew one of theirs was a former Imperial by her accent.
"Pure Dromund Kaas."
Evil Cannot Comprehend Good: Jedi Master Gnost-Dural partially attributes the Treaty of Coruscant to the Battle of Bothawui, where the Sith underestimated the sacrifices the Jedi were willing to make, suffering a critical stalemate as a result.
Evil Power Vacuum: The Empire enters this after the Emperor's apparent death at the end of the Jedi Knight Class Quest. So far, Darth Malgus has attempted to create a new Empire and the Dread Masters have raised an army of brainwashed slaves to fight against both the Empire and the Republic.
The Malkeb expansion centers around the Hutt Cartel trying to carve out an empire of their own in the middle of all this.
Evil Redhead: Shae Vizla, the bounty hunter ally in the Deceived trailer.
Thana Vesh on Taris for the Empire
The player as well, by playing an evil Imperial (or Dark-sided Republic) with the correct hair color.
Extranormal Prison: Belsavis, an entire planet used by the Republic as a prison for the kinds of convicts and PO Ws that can't be kept in regular jail cells. The most slippery escape artist, the most brutal mass murderers, species with abilities that can't be contained, and all of it built on the ruins of an ancient prison built by the Rakata for a race they were terrified of. And that's not even the planet's true purpose, containing the World Razer.
Played with Ashara Zavros, one of the Sith Inquisitor's companions—while her recruitment involves her being manipulated into defecting from the Jedi order, at no point does her ideology actually change; she eventually admits that she's a Sith, but she's...notexactlyvillainous.
An unusual variation occurs with Darth Malgus on Ilum. Malgus, who up to that point had primarily been a Sith who could be generally considered "honorable", suddenly turns against the Empire in a bid to reform it into a more alien-friendly place. Naturally, this only counts from the Imperial perspective: he was always a villain from the Republic point of view.
Fake Longevity: At the end of each chapter of a character quest, you are asked to return to your advanced class trainer on the fleet before beginning the next chapter. Nothing actually seems to happen when you do so except for getting a small amount of experience points and being told to check your ship's holocommunicator for your next objective.
The Empire is racist against all species besides Sith Purebloods and Humans.
The original inhabitants of Hutta, the Evocii, have sold themselves into slavery to stop the Hutts from committing genocide against them.
Fantastic Slurs: Anyone in the Sith Empire are called Imps by the Republic.
On the other side the Imperials call members of the Republic Pubs.
Interestingly, the Bounty Hunter also frequently can refer to members of the Sith Empire as Imps; likely because despite their nominal affiliation with the Sith Empire, they consider their relationship to be strictly business.
And the Sith RACE, who invented the practice of fueling your force arts with passion.
Technically the Celestials, followed by the Rakata created the practice of fueling your force arts with passion, not the Sith Purebloods. Heck, The Rakata are even a major plot element in this game itself. Especially in the World Quest on Tatooine.
Fascist, but Inefficient: The Empire, with all their militarism and ruthlessness, is shown to suffer some massive internal corruption and inefficiency.
Fast Roping: Used to get NPC Republic Troopers onto a landing pad, during one Ord Mantell mission. Also, in many fights, enemies will do this from seemingly nowhere mid-battle, a mechanic that should seem familiar to Dragon Age II players.
Fat Bastard: A number of Imperials using the fat male model, but Lord Paladius most likely takes the cake (and eats it too). He uses his cult on Nar Shaddaa and doesn't really give a damn about the people he's suckered into it. Then he tricks the Sith Inquisitor into coming to see him, and then tries to drain the Inquisitor's life energy and cut them off from the Force itself. It's a shame doing none of that actually saves him, though. And of course, the player character themselves, should they decide to use that model and go evil.
And need we forget everybody's favorite evil, cheesy, butterball, Darth Baras? Videos of him squirming mad over failing to break a Republic spy is literally a meme in the net.
Fighting a Shadow: A letter the Sith Warrior receives at the end of their class quest reveals that the final boss of the Jedi Knight class quest was the Emperor's Voice and not the Emperor himself. However, the death of the Voice seems to have put the Emperor out of commission for a while, so the Knight's struggles were not meaningless.
Fighting for a Homeland: One of the reasons the Empire is warring with the Republic is to regain former Sith territory from before The Great Hyperspace War.
Flat Earth Atheist: All the non-Force-sensitive classes have the option to express the view that they don't believe the Force to actually exist, and that the Jedi and Sith are nothing but wacky fringe cultists. But unlike Han Solo, they live in a historical period with literally thousands of active Force-users running around the galaxy, visibly using their powers every day.
Foregone Conclusion: "Historically" speaking, we know that the Republic is going to win, and that the Sith are going to collapse back from a civilization into little more than an army of bloodthirsty brutes and become minor players again for several centuries, or else the trilogies as we know them would never have happened. With three millennia to go before the canonical extinction of the Sith, however, anything can still happen.
Foreshadowing: During the Imperial Alderaan quests, one noble says that he'll sooner see the planet blasted into space debris that given over to the Empire. Well, he didn't see it... but everyone else did.
For Science!: The exact words of a Republic scientist on Belsavis when attempting to justify conducting cruel experiments on the alien prisoners.
That won't stop players from killing and stealing whenever they get the option to!
As this video demonstrates, a vicious Sith player can do evil things to innocent people for absolutely no reason what so ever other then sheer sadism.
Fountain of Expies: Each class is specifically modeled off a popular Star Wars character. Want to be Luke Skywalker? Play a Jedi Knight. Want to be Han Solo? Play a smuggler. Want to be Boba Fett? Play a bounty hunter. Each class was specifically inspired by a character or set of characters in the films, and much of the artwork and designs are evocative of them. (The Bounty Hunter and Trooper design, for example). The Dark Side Jedi Knight on the other hand very nearly quotes some of Anakin's lines. The only class that does not have a direct source of inspiration is the Imperial Agent, who instead represents the Imperial officers in the movies.
Jindo Kraay, a boss from the False Emperor Flashpoint, is an Expy of Jango Fett.
This isn't just the classes; Companion characters are designed to channel Star Wars Tropes like the Big Aliens and Protocol and Astromech Droids,. Non-player characters also channel Star Wars characters; Grand Moff Kilran is clearly inspired by Tarkin, even channeling some of his lines, and Darth Malgus has elements of Darth Vader, for instance. Even the ships all channel starships from the movies. And then we get to the non-Star Wars examples...
Funny Background Event: During the wrap-up of Act 1 for the smuggler, he gets the opportunity to make a joking comment that he was going to use the fortune they found to hire an army of Wookiees. In the background, Corso can be seen walking by the hatchway and stumbles at those words, apparently having been listening in and thinking he's gonna be replaced by Bowdarr and his Wookiee army.
Gangsta Style: Any Bounty Hunter-type players or enemies when using their "unload" ability, tilting their pistol sideways and spraying fire. Bonus points for when it's dual-wielded; the user crosses their arms for bracing while firing.
Game-Breaking Bug: A literal example. On certain systems, patches render the game unable to be played, leaving the update progress bar forever stuck on 38%, and because the launcher includes the latest patch in each new download, re-installations don't work. The only known remedy is to transfer the files onto another computer (which you may not have), run the launcher on that one, and transfer the client back if it works.
Gameplay and Story Integration: In-game, Sith gain access to Force Lightning and Force Choke. Naturally, the game has the option to electrocute or choke people to death with it in story.
Gameplay and Story Segregation: It's safe to assume a newly acquired companion will have powers completely unrelated to what you've seen them use before.
Genocide Backfire: The current Sith Empire is made up of descendants of those few fleeing survivors from when the Republic attempted to wipe them out after their defeat in the Great Hyperspace War.
Genre Savvy: Two NPCs have a banter in front of Imperial Intelligence headquarters. One of them blames the other for getting them called before Intelligence for selling a large amount of medical supplies to someone suspicious. The other NPC responds that he put a tracker in the box just in case.
Glass Cannon: While each class has more than one path for building their character into this, all of them start out this way. Only after several levels do players get to specialize in absorbing damage, or healing, both through progression and their companions.
Particularly Jedi Sentinels, who don't get a proper healing companion until they're in their mid-30s. They have no healing abilities, few damage reduction cooldowns, and little crowd control. to make matters worse, their class quest seems to have been designed more for the other Jedi Knight advanced class, which can tank.
Go Look at the Distraction: A Balmorra Imperial captain, when confronted about slaughtering a farming village who sold food surplusses to republic insurgents, suggests you "go look at the bribe on the table to forget about this incident."
Good Cannot Comprehend Evil: Played tragically straight with Tol Braga. He genuinely was a good man but his idealism was shattered when he saw the full extent of the Emperor's evil. He can be redeemed but it's still pretty heartbreaking.
Good Is Boring: Sith Inquisitors can usually respond with an option marked as "Yawn." when lectured by a Jedi.
Good Is Not Nice: Many Republic quests give players the option of reacting with righteous fury to the Knight Templar behavior of authorities. For example, after discovering Mantellian army officers on Ord Mantell torturing a woman just because she took part in a protest, you can threaten to kill everyone else in the room to set her free.
Gondor Calls for Aid: Many of the Republic arcs involve recruiting allies who would not normally want to get involved, or who don't even like the Republic (but dislike the Imperials more). The Smuggler, almost by accident, recruits half of the criminal underworld to join in with the Republic war effort. The Consular's arc is all about this with the Rift Alliance (neutral worlds who got burned by the Imperials). By the Consular rolls into Imperial-occupied Corellia, there's a multi-planet, multi-species army in tow.
Gotta Catch Them All: Datacrons. Most of them are hidden, and the majority give a permanent stat boost for finding them. A few, however, give "shards" which can be assembled on the capital worlds to create "artifacts", which you can equip.
Thirty minutes on Ord Mantell is usually enough to nip any Good Guy/Bad Guy discussions in the bud. The Republic-backed government is astonishingly corrupt, soldiers are bullying the civilian population openly, and the Imperials are taking full advantage of the mess by supporting anti-Republic terrorists.
Belsalvis takes the cake; It's a RepublicPenal Colony, obstensibly saved for the "worst of the worst." The prisoners there are treated horribly (one remarks he's grateful his cooperation will get him weekly showers), experimented on with leftover Rakata technology, forced into deathmatches (the guards bet heavily on the results), and even their descendants who have done no crime whatsoever are treated like maximum security inmates. The Sentator and Warden in charge blow it off by saying "they're descended from scum, they're scum too, and might as well gain some scientific benefit/credits/kill them off to save money." There's a planet-wide Prison Riot going on between the inmates who have had enough and their innocent descendants on one side, the prison guards on the other. The Imperials are supporting the inmates and their descendants. The Republic players have a lot of But Thou Must to look the other way on all the abuse.
The two factions themselves are morally grey as well, as both are itching to make the cold war hot, and are constructing planet-destroying superweapons to boot.
There is a strong argument that most of what is wrong with the Empire lies with the Sith.
Green-Skinned Space Babe: Both sides have Twi'lek as character race option, the Republic side has the Mirialans, as well as other races that can have green skin. Being an MMO, female character models tend to be babalicious. Babes also available in blue, pink, grey, and many other colors.
In the Trooper storyline, the PC is ordered to help the (Mirialan) Wraith with a mission. The 'affirmative' response is: "Go to place X, do what the Green Woman tells you."
Happy Ending Override: Overlapping big-time with Shoot the Shaggy Dog for KOTOR fans. Revan failed (It seems just as likely that he's deluding himself over being able to "temper" the Emperor, judging from how batshit nuts he is in The Foundry), Exile failed and got herself Stuffed into the Fridge, the Sith come back and curb stomp the Republic anyway, and Scourge gets to play Karma Houdini on the Knight's boat.
The Trooper's Cryo Grenade ability freezes an enemy completely solid for just a few seconds; they count as stunned for the duration, but otherwise don't come to any harm.
The Powertech (one of the Bounty Hunter's "Advanced Classes") has the Carbonize ability, which freezes several enemies in a radius around the user for a handful of seconds. The freezing acts as a short stun, but is otherwise harmless.
The Bounty Hunter is given a Carbonite Freeze-Ray on Dromund Kaas, allowing them to freeze their bounties for transport.
Healing Shiv: Republic Trooper Commandos and Bounty Hunter Bodyguards use gun attachments to heal other players, as well as summoning healing droids from Hammer Space.
Also, there is the option of making your headgear invisible. Many players choose to do this as many of the headgear designs cause clipping issues (especially with Miralukas' masks), look hideous, or both (See Lethal Joke Item for an example)
Heavily implied to be the final fate of Revan and the Exile when they returned to the Unknown Regions to try and confront the True Sith Empire, over 300 years prior. The player later discovers that Revan was captured and placed in stasis, while the Exile was killed by Lord Scourge.
Belth Allusis destroyed an invasion force of 40,000 Sith with a tenth of the number, at the cost of their lives, an act which would galvanize the Republic and act as a turning point in the Great Galactic War.
Satele's master, Kao Cen Darach, in the Return trailer, opts to delay the two Sith being fought in the hangar rather than escape with the rest of the group.
During the Jedi Knight's third act, Tala-Reh on Voss fulfills this role to banish the essence of a Sith Lord.
Heroic Willpower: The light-sided Sith Warrior and Sith Inquisitor arguably have this, seeing as they regularly utilize dark side techinques, fueling them with dark-sided emotions, yet are never corrupted by the dark side (assuming the player decides to keep them on this path).
Hide Your Children: Averted; children are found all over the place. Republic players can even threaten to murder one (just because he's nearby), in order to coerce a woman into giving medical supplies to them, instead of desperate refugees.
Hitbox Dissonance: Operatives and Scoundrels can testify to the game's erratic definition of "behind" for the purposes of flanking attacks.
Hitman with a Heart: The Light-Sided Bounty Hunter. Frequently they will let an innocent target go, inform them there is a price on their head and suggest that they get offworld fast. After all, their orders were to "Get rid of them" and they weren't lying when they said they "took care of it".
Hollywood Hacking: Shows up in two forms: One, the crew skill "slicing", is about this and opening lock-boxes. Second, Imperial Agents can use this to incapacitate almost any droid in the galaxy indefinitely.
Hologram: Used extensively, as usual for the setting. These are used to include players into group conversations when they can't be there in person. The Consular companion Tharan Cedrax also has a sentient hologram as his companion and assistant.
Homage: It would appear that the guys at the BioWare art department were mainlining TRON when they made the Return of the Gree event. Not only does the special armor look like something out of TRON 2.0 (the blue/black and red/black sets) and/or TRON: Uprising (the white/blue set), but the Gree ship is completely lit up in silver Tron Lines and geometric shapes of colored neon. One of the Boss Battles renders lightsabers and blasters useless. You have to go through some hoops to earn a "blue torus" which is the only thing capable of damaging it. Yes, you're in a Star Wars game, fighting a giant robot with a Deadly Disc. How's that merger working for you, Disney?
Even better, the Terror from Beyond flashpoint has an A.I. Is a Crapshoot boss called "Master Control" and spawns an add called a "Recognizer." There's also Mentor's appearance in Directive Seven with his spinning nodes, talk of killing organics, and spawning a gigantic guardian ala Sark to fight the party. Yeah. They owe Steve Lisberger royalties at this rate.
Hope Spot: Done in the Hope trailer, which ends with the attack on the Sith army successful (of which there are a large number, and a Republic fleet moving in to liberate Alderaan from the Sith. The Sacking of Coruscant happened shortly afterwords.
The government on Taris did this to themselves during Darth Malak's attack in Knights of the Old Republic, intending for their successors or the Republic to revive them after the attack was over. Unfortuntately, the Archives they were stored in remained lost until the Republic decided to finally reclaim the planet... 300 years later.
A Heroic Quest on Dromund Kaas involves a Mandalorian Warrior who wants to go out in a glorious battle and pays people to hunt him.
In a side quest on Dromund Kaas, some Sith are subjecting random Imperial citizens to this. Light side players can turn the tables on them and trick them into hunting other Sith, geting them executed.
Dark side players can shut up the man who originally tipped you off to this hunt so the bounty hunter can stop being harassed. It is done by tagging the man so he will be the next Sith hunt target.
I Call Her "Vera": The Smuggler's first companion, Corso Riggs, is a local merc who names all of his weapons. His main motivation for joining up with you is to get revenge on the same guy who stole your ship - for stealing his favorite blaster. Which he calls Torchy.
Andronikos Revel, one of the Sith Inquisitors companions, averts this, noting that It's not a good idea to get attached to a weapon when you ask him if he names his blasters.
Idiot Hero: It's possible to be like the Avatar. If one engages in a bit of Sequence Breaking, you can say, have your character ask "What's a rakghoul?" when you just finished a quest where you were briefed about what a rakghoul was.
You can be this as an Imperial Agent.
During the Foundry, Revan's Evil Plan will kill everyone with any bit of Sith DNA. Your characters can say "Well, guess I'm one of the lucky ones" when presented with this. What makes this more of a it is the fact that you can still say this when your character is a Sith Pureblood.
Khem Val, companion to the Sith Inquisitor class, has devoured over 1000 Jedi in his life.
Seh-run on Korriban. When you find the beast master who used to feed him, it's revealed he used to give him dark-side infused blood and bones from dead sith acolytes. Players have the dark side option to feed him more of it, giving him enough strength that he will be able to hunt more acolytes on his own.
The Sith Warrior may threaten to eat the corpses of a handful of thugs at one point. A follow up dialog choice is to tell them that you are not joking.
Incredibly Lame Pun: Some of the bonus missions have titles like this. For example: on Voss as a Republic player, one of the missions you get is to rescue somebody from an elite Imperial unit called Dusk Squadron. The bonus mission is to kill a certain number of Dusk Squadron soldiers. The name of said bonus mission? "Dusk Hunt".
Instant Sedation: A scene (known as "29:30") from the beta where this happens to a Jedi (Padawan), has become infamous. It's not actually that unusual within the Star Wars Expanded Universe for Jedi to be sedated; Jedi Masters were surprised in the films, too.
Interface Spoiler: Par the course for an MMO. Get a codex entry for a character in your storyline and it has likes/dislikes? They're going to join you. See a level-capped character going around with a certain title? Tells you flat out the end results of certain plot-points.
Darth Malgus was married to a Twi'lek named Eleena Daru.
Several of the romanceable companions are of the species that are not playable (yet), including Ashara Zavros (a Togruta) for a male Sith Inquisitor, and Nadia Grell (a Sarkhai) for a male Jedi Consular. Player characters can also invoke this trope by playing as of a different species than their love interests.
Revan: And in the end, as the darkness takes me, I am nothing. Now I know how you felt, old friend.
During Flashpoint : The Esseles, Ambassador Asara advocates resetting the ship's reactor to gain access to the bridge, even though doing so would mean killing the entire Engineering crew. Asara says, "Sometimes, sacrifices have to be made for the greater good." Later, the player is given the option of abandoning Asara on the Imperial ship to ensure the Esseles's escape. If the player chooses to do this, Asara cries, "How can you do this to me? How can you just leave me here to die?" The player may then respond, "Sometimes, sacrifices have to be made for the greater good."
Irony: Troopers get access to an ability called Hold the Line. However, the ability's effects include removing any movement-inhibiting effects and increasing running speed by 30%, so it's best used exclusively for when said Trooper wants to "advance in the other direction," rather than locking themselves down for a Last Stand.
It Amused Me: A frequent dialogue choice for the Sith Inquisitor when confronted by people who ask why the player chose a deliberately cruel option. Occurs as frequently as "Yawn." in response to hammy or melodramatic NPCs.
The Bounty Hunter can deliver a first rate one to Tarro Blood.
Kick the Dog: Oh, dear Lord, some of the Dark Side options are vicious - and are available to both Republic (see Hide Your Children above) and Imperial players.
On Imperial Balmorra, Officer Sakoal tasks you to tracing a republic spy who has stolen vital data disks with the help of his traitor wife. But upon finding them, it's rapidly evident that the man is just a Casanova Wannabe who steals anything he can grab after having sex with his conquests while Sakoal's wife was just suffering from loneliness because Sakoal worked at his lab so much. You can still murder both in cold blood, but even players who go For the Evulz will have a hard time pressing that dark side dialogue choice to kill the sobbing, pleading innocent woman. Oh, and you can also tattle on Sakoal himself when collecting your reward from your contact for the total heartless !@#$%^&* trifecta.
On Hutta for Agents and Bounty Hunters, there is a quest where a woman wants to send her son to Korriban to train as a Sith, but her husband has run off with the kid knowing what would happen to him. When you're sent to get the child for the woman, the Dark Side option is to shoot and kill the guy in front of his own son. What the hell.
In the Sith Warrior's storyline, during your hunt for Jaesa Willsaam, an Alderaanian general working for the House of Organa have information that you need. However, she refuse to tell you anything unless you help her turn the tide of a battle under her command. Instead of doing that, you have the option to threaten to kill her officers one at a time until she talks. She calmly replies that they are soldiers that knew the risk when they signed up and still refuse to talk. However, as soon as you start force choking an officer, the general (who according to her codex entry, is famous for being a cold, calculating military commander) immediately cracked, reveling that the officer you are chocking is her lover and give you the information that you want, all the while on her knees weeping and begging you to spare him. The two dark-sided options you have is kill either one of the two lovers, even though she had already given you what you wanted and there is no benefit for you to do so.
Shows up in almost every Bounty Hunter quest. Again and again, you're sent to get rid of someone, find out they're innocent of the crime you're supposed to execute them for, and the dark side option is to just kill them anyway. Then Mako calls you a monster. This is practically the Dark Bounty Hunter's MO.
Kill and Replace: The goal of the terrorist cell on Tatooine in the Imperial Agent story is to do this to the Agent.
Killer Rabbit: An Imperial questline on Tatooine has players go up against a Force-wielding Jawa.
Kill Sat: The Imperial Agent skill Orbital Bombardment basically defines the trope.
The Firestar satellites on Balmorra.
The Hammer Station.
The Death Mark, on a lesser level: it serves as an orbital sniper for killing individuals instead of the usual.
Klingon Promotion: Averted with the Sith for a change. While it does happen occasionally (Lord Zash and the player from the Inquisitor storyline are good examples), one needs to be clever about it, so it can't be traced back to you.
Knight Templar: Certain Jedi are guilty and from the perspective of the Sith, this is what all the Sith are.
Played straight in the tie-in comics with Jedi Master Dar'Nala, who plots the assassination of some Senators supporting the Treaty of Coruscant. And also hates the Sith, which ironically, causes her to slip into the Dark Side.
Laser Blade: Well duh. This is Star Wars, the setting of the lightsabers.
Lawful Stupid: The Voss are a subversion. While they are willing to do absurd things to follow their Mystics' prophecies, the prophecies in question always turn out to be true and always benefit the Voss in the end.
To a certain extent. As the Sith Warrior finds out before visiting the planet, while the visions are perfectly accurate, the interpretation sometimes suffers. Sith Warriors can also recieve a Voss granted vision and then go on to prove it dead wrong when they Kill Darth Baras
Leeroy Jenkins: Thana Vesh from the Imperial Taris quests seems to be an NPC version of this trope, given the amount of times she charges in ahead of your character only for you to find her at the mercy of the Republic, or, in one case, actually imprisoned. Thana being Thana, she always angrily tells you she had the situation under control or "Could have taken them" had you "not gotten in the way". Leeroy ALL over.
Lethal Joke Item: All items with customizable component slots can be this. As long as you keep all mods up to date, you can look as silly as you want and still be a powerhouse. You haven't played much until you've had your ass handed to you by a Jedi in lingerie.
Let's Get Dangerous: When the party is fleeing the Sith in Return, the two Troopers act as a distraction for the rest of the party. Smuggler looks back in time to see the hallway they were guarding get blown up, with the Troopers flung close to him. He gets a serious look on his face, and starts strolling towards the enemies pouring down at them. He then proceeds to blow them all away, with the surviving Trooper popping in towards the end.
Could technically be an example of Bullet Time, as it's shown he's firing very fast when the trooper joins in. Speed the video up and he's almost running at them.
Which is not excluding the possibility of pointless cruelty, if the player so chooses.
The Lightside is also made more morally ambiguous, to say the least: several options for the alignment are less clear-cut benevolence and more indicative of either pragmatism, fanatism or moral sociopathy, while the Jedi themselves come across as totalitarian occasionally. It's still unambiguously better than the Darkside, of course.
Lightning Gun: Republic Troopers get an ability that makes any gun they are using into this. It allows them to give Sith Inquisitors a run for their money in the lightning department, as it repeatedly damages foes over a large arc.
Limit Break: Heroic moments, which every class gets. Causes you to regain 2% of your total health every few seconds and immediately finishes the cooldown on certain Oh Crap abilities (usually your basic stun). Also comes with its own Theme Music Power-Up.
Sith Marauder and Jedi Sentinel also has abilities that can only be activated after you get 30 stacks of the gauge.
Limited Special Collector's Ultimate Edition: Two different ones: First, The Collector's Edition includes in-game items, a Statuette of Darth Malgus, and other items, costs $150 . Second, the Digital Deluxe Edition costs a more reasonable $80, and has just 5 in-game items. In addition, every player who pre-ordered, even those who just ordered the vanilla version of the game, received a special color stone to turn their weapon's effect yellow with a black core, and up to five days of early acces to the game, depending on when they pre-ordered.
As of update 2.0, all the level 50 PvP armor has been phased out, replaced by only level 55 counterparts. For those who have the now unobtainable armor, it's been upgraded to a corresponding PvE levelnote For example, War Hero is on par with Dread Guard.
Lowered Recruiting Standards: The Sith Warrior's initial quest giver comments that this policy was instated within the Sith Academy. In an inversion, your character is one of the elite who is there legitimately, while The Rival is one whose presence owes itself to the Lowered Standards.
This also results in the Sith Inquisitor, along with several other initiates, being pulled out of slave populations to be trained. In that case your Rival is one of the elite who was brought in to make sure one of the old bloodlines gets the position and is being given unfair advantages by the trainer in a mirror of the Warrior story.
Machine Worship: At least one of the workers maintaining the Works that power and maintain the City Planet Coruscant holds this view. Considering how long the planet has been like that, with buildings built on top of earlier buildings, it's not too surprising that he considers people "mere mortals," in comparison.
Should the Sith Inquisitor be a Sith Pureblood, touted as the elite of Sith society, this at first seems a little out of place. It turns out there's an entirely good reason explaining why their family have become slaves.
The Man Behind the Man: Something the Sith Emperor is VERY good at, considering that he is the one who ordered Revan to start the Jedi Civil War, as well as convincing the Mandalorians to start the Mandalorian Wars. Not surprisingly, he does it to the Mandalorians AGAIN.
We have every reason to believe that the Sith Emperor engineered events in the Galaxy for over a MILLENIA to prepare for their return from Uncharted Space.
The leader of the Revanites is convinced that the Emperor is actually a centuries old Revan, or being controlled behind the scenes by Revan. Revan reveals that the Emperor is being subtly influenced by Revan trapped in stasis.
Mana: All classes have some form of energy pool. Most of the pools work differently and most abilities require using some of it.
Jedi Knights and Sith Warriors use Focus and Rage respectively. Both start with 0 and build it up over the course of battle by using weaker abilities. More powerful abilities generally require spending Focus/Rage.
Jedi Consulars and Sith Inquisitors use Force, which regenerates at a constant, fairly rapid rate. Shadows and Assassins are stuck with the basic limit of 100, while Sages and Sorcerers have an ample pool of 500-600 but the same regeneration rate.
Smugglers and Imperial Agents use the vaguely-described "Energy". It has a limit of 100 (110 with some builds), with abilities not costing above 25, but the catch is that the regeneration rate drops sharply if you fall below 60% full.
Bounty Hunters use "Heat", which is functionally identical to Energy, but is displayed backwards - you start at 0%, can't use any powers at 100%, some powers and traits vent heat, etc.
Troopers use "Ammo" which is nowadays identical to Energy, but used to go from 0 to 12 before Patch 2.2 rescaled it to 0 to 100. This is why Trooper and Bounty Hunter powers have costs in multiples of 8.3 (rounding down).
Master Poisoner: Imperial Agents in general, and the Lethality tree in particular, letting them combine Poisoned Weapons with Critical HitsFor Massive Damagenote Lethality (available to both advanced classes) gives them a second poison DoT, Cull, which massively increased damage for every poison DoT on the target, and finally Weakening Blast, which makes the target take more damage from poison DoT's _and_ Cull..
Meaningful Background Event: As an Imperial Agent, while talking about Karrel's death to his rival, you can see Kaliyo in the background eavesdropping.
Passing comments are also made in many storylines hint at the events of other class's storylines.
Meaningful Name: This being Star Wars, naming conventions are, for the most part, hardly subtle.
Galactic Solutions Industries might fit this bill, too, though they're a newer Mega Corp..
Mind Rape: Watcher X (from the Imperial Agent storyline) can download memories directly from other cyborgs. Suffice it to say, that letting him do this is a dark-side choice.
Also from the Imperial Agent storyline: The whole ordeal with the SIS infiltration. And it turns out Imperial Intelligence is the original source of this. May also qualify as a mild Mind Screw because you get conversation options to tell Watcher Two about the whole brainwash thing, but when you choose those options your character instead says "Nothing more to report" or something to that effect.
This is the Dread Masters' specialty. Though their power can only be used on a large scale while working in unison, they can cause entire fleets to panic, such as making them surrender en masse, start shooting each other, start committing suicide, retreat even when they're winning, you name it. After the Imperial players free them from Belsavis, they become a sort of over-villain for both sides in the Operations. They were the reason Karagga went batshit insane, they caused the chaos in Section X, they were behind what happened on Asation, and they're STILL involved as of Rise of the Hutt Cartel in the Scum and Villainy Operation, where you even get to FIGHT one of them. And yes: Styrak can and does do this to the players during the boss fight.
The Nightmare Pilgrim World Boss on Voss can do this so well that every single member of the raid team you use to fight him has to have a MacGuffin onhand to resist it, or it's a one-shot-kill.
Mirror Match: The Directive 7 endgame Flashpoint has the Interrogator boss, a giant probe droid that will scan your party and deposit cyborgs based on that player's class and skill tree.
Modern Stasis: Some criticism has been aimed at the fact the "Old" Republic isn't all that much different technology wise from the one featured in the prequels thousands of years later.
Their technology seemingly being more advanced than in the films is Justified by the Republic having a Dark Age in-between.
There are twenty thousand year old droids wandering around using the same kind of tech, and there are ancient computers around that look and act just like the contemporary ones except for age degradation.
There are examples on Tython that were made by the ancient Jedi and predate lightsaber technology. In the Jedi Counselor story you find out some of it is actually quite a bit more advanced than the game's standard.
Moral Dissonance: In the Imperial Agent storyline, someone tries to blackmail you by threatening to expose you and your team. The light-side option is to accept the blackmail and hide it from your co-workers, while telling them about it and hunting down a traitor is the dark-side option.
The Sith Inquisitor storyline on Balmorra features a mission from an Imperial Army colonel to rescue his Sith son. When you do this, he makes clear how low he thinks of his father because he's not Sith. You can decide to tell him about this when you turn in the quest, which is treated as a dark side action. Sure, it could be interpreted as telling him For the Evulz and that a white lie is preferable, but one is still left to wonder if the truth would be better for the poor good father in the long run ...
There's a quest on Coruscant where someone asks you to steal a file that will prevent legislation that would cause the Republic to abandon the Jedi from passing. When you steal the file, someone else runs up to tell you that, sure, the idea of abandoning the Jedi is insane, but darn it, that's how democracy works and it would be wrong to try to take matters into your own hand even if it help people (mind you, it's entirely possible the character in quesiton is a smuggler who flauts the laws of the Republic on a daily basis). The Dark Side option: Say you'd rather support the Jedi than follow the rules. The Light Side option: Agree to take a fake document back to your contact and tell him it's the document he sent you to get. Not an option: Returning to your contact and telling him you changed your mind, rather than actively screwing him over by lying to him.
Another quest puts the player character in a marital spat. The husband is a clingy type who is convinced the local gangsters got his wife and are forcing her into prostitution. Not unreasonable; the gangs are kidnapping people off the streets, she's a very attractive member of her species, and she is working in a sleazy nightclub deep in gang territory. You get there, and it turns out the wife upped and left. She wasn't kidnapped, she prefers working in the nightclub (and might be the madam), she didn't tell her husband what she was doing, and she wants you to go back to her husband and tell him she's vanished. The Light Side option is to leave her husband thinking she was carried off by the cartel, and the Dark Side action is telling her to go back and explain herself. There is an option to let her go then tell him that she's leaving him, but no points for truthfulness.
At the end of the Imperial 'The Black Talon' flashpoint, you capture an Imperial defector who is suffering (actually in intense pain) from internal bleeding. You can execute him immediately, or turn him over, presumably to be tortured until the Empire learns what he told the Republic. Killing him is a Dark Side option, while handing him over is the Light Side option.
Moral Guardians: A group of them are condemning the game for featuring homosexual relationships, claiming that they'll brainwash kids into pursuing homosexual lifestyles. Note that the game doesn't feature homosexual relationships at this time.
The Rise of the Hutt Cartel expansion features a new planet, and in content related to that planet, homosexual relationships will be allowed. Moral Guardians took the "gay planet" ball and ran with it.
Mordor: Oricon, the base of operations of the Dread Masters, is looking to be this.
More Dakka: Imperial Agent Snipers get an ability called "Suppressing Fire", in which they fire hundreds of rounds at an area over a short time... from a Sniper Rifle.
My Country, Right or Wrong: The main motivation of a Lightside Imperial Agent in their story. The people s/he's fighting often have a point that The Empire is evil, but s/he only cares about protecting it's citizens.
One way to play the Sith Pureblood, who can occasionally lampshade how exactly their blood makes them a Superior Species, when all of the Ancient Sith ended up going extinct?!
With the many playable species, each with their own hats, and full moral choices, it's common for your character to act in a manner unbecoming of what others expect.
Only 1/3 of the playable races can be played on both the Republic and Empire, with the rest being exclusive to one side. However, if you complete a character's story for one race, you can unlock that race for yourself, regardless of class or allegiance. This can resultPurebloodSiths and Chiss, overwhelmingly Imperial races, becoming light-sided defenders of the Republic, and pro-Republic races like Mirialan and Miraluka becoming some of the most dangerous Sith ever seen.
A hostile NPC encountered on Alderaan declares that he would rather see the planet blown into space debris than fall under Imperial control.
The names given to Bounty Hunter's and Imperial Agent's themes in the Official Soundtrack are "Scum" and "Villainy" respectively.
Amongst the Cantina patrons in the Bounty Hunter starting town, there's a Wookiee and a protocol Droid playing cards. The Droid's arms have been ripped off and placed on neighbouring chairs.
In the Sith Warrior story, Darth Baras force chokes a subordinate to death and promotes another subordinate to fill his place in a scene that is taken nearly word for word from the scene in The Empire Strikes Back where Vader executes Admiral Ozzel.
Also, Part 11 of the Timeline viral trailers depicted Odile Vaiken overseeing the construction of a Sith Star Destroyernote Strongly implied to be the Harrower-class Dreadnought prior to the events of the game. The hull for the ship was taken directly from one of the views of Ansel Hsiao's fan-madenote and recently-made-canon ship based on Dark Empire, the Bellator-class Dreadnought. According to Hsiao, they did so without his permission.
Never My Fault: On Tython if you're a Jedi character, there's a Padawan whose master sent him to meditate and try and lift a rock. When you come along he asks if you can do it, since he wasn't able to. His master then comes along and scolds him for relying on others to do his work for him instead of admitting to his weakness, which was the point of the lesson. The guy then claims you offered to help him and that he tried to decline, though you are able to protest and your calmness tells the Master that you're the one telling the truth, and the apprentice is sent to be an archive clerk. The guy then blames you for ruining his chances at being a Jedi.
On the other hand, while the guys proves himself to be seriously Genre Blind for not spotting the Secret Test of Character, you can't really blame him for having a teacher that gives poor instructions, deliberately sets the guy up to fail just to make a point, and basically uses lesson plans cribbed from a fortune cookie. Let alone that he might have passed the test if your momentarily equally genre blind character hadn't come along and agreed to help.
Nice Hat: While most hats are...not that nice, Smugglers get quite a few that are.
Nice Job Breaking It, Hero: After completing the Explosive Conflict Operation for the first time, Imperial players learn that releasing the Dread Masters from Belsavis was a horrible mistake, as the Masters have declared war on the galaxy after the disappearance of the Emperor, the one being who could control them.
No Endor Holocaust: Averted early in the Imperial Agent storyline. The destruction of a major starship in orbit causes debris to fall causing casualties on the ground.
Noob Planet: Four of them - Tython for Jedi Knights and Consulars, Ord Mantell for Troopers and Smugglers, Hutta for Imperial Agents and Bounty Hunters, and Korriban for Sith Warriors and Inquisitors. Dromund Kass and Coruscant tend to get this treatment as well, since classes only gain access to their ship after leaving their capital world.
No Points for Neutrality: Played straight, since exclusive gear unlocks the farther you go exclusively lightside or darkside, and reaching the highest level for either unlocks an incredibly useful buff for the entire legacy.
A small aversion at the end of certain characters' stories, where they are given an in-story title based on their alignment. For example, Sith Inquisitors who finish with a neutral alignment receive the title Darth Occlus, compared to Darth Nox for darksiders and Darth Imperius for lightsiders.
No Sell: Both the Smuggler and Bounty Hunter player characters prove to be immune to the Jedi mind trick, which leads to these exchanges:
Sith Sorceress: (waves hand) You want to attack the Jedi. Smuggler Player Character: I want to laugh at how ridiculous you look.
If there's a glaring difference in levels, attacks by low-level characters do 0 damage to higher-characters. This means level-10 characters can't go with level-50 buddies and farm level 40 enemies for exp, but it also means that high-level characters can wade through seas of enemy attacks on starter planets.
In broader terms, the Republic and the Empire are this. The space missions for each side are identical, both factions make heavy use of hired guns (smugglers and bounty hunters, respectively), and both are plagued with bureaucratic power struggles making it impossible to get anything done without the player character's help.
Not Usingthe Z Word: The "Imprisoned One" on Tatooine is using ancient technology to transform sentients into slaves. Two of the words that the game uses to refer to these people are "reanimated" and "cybernecrotic."
Novelization: Fatal Alliance, Deceived, and Revan later in 2011.
Obfuscating Stupidity: During the Great Hunt when you and another Bounty Hunter are going after the same target, the other BH uses this to get close to the target. Revealing their identity could be a spoiler for anybody currently playing the game, so the BH in question is Murghir, on Balmorra.
Oh Crap: In one of the trailers, Malgus gets one a split second before the soldier he's grappling with sets off a grenade at point blank range.
Omnicidal Neutral: The Star Cabal seeks to manipulate the Republic, the Empire, the Jedi and the Sith into destroying each other so that the Cabal's leaders can rule what remains of the galaxy and end all future wars.
One Degree of Separation: Seen with several of the companion characters. For example, Kaliyo (Imperial Agent) had a fling with Doc (Jedi Knight), while Vette (Sith Warrior) spent some of her childhood with Risha (Smuggler).
One-Hit Polykill: Jedi Sentinels and Sith Marauders can pull off a strange version of this with the "Twin Saber Throw" ability. It consists of them flingingboth of their lightsabers at their target. It hits any enemies within 30 meters of the thrower, not necessarily just the original target.
One-Winged Angel: Kephess pulls this off toward the end of the fight with him in Explosive Conflict.
Only in It for the Money: The Bounty Hunter class storyline in a nutshell; they aren't actually members of the Sith Empire. Applies to the Smuggler class to some degree, how much so obviously depends on a player's choices.
Only Sane Employee: How Imperial Intelligence view their role in the Empire, believing that the Military are utterly incompetent and the Sith are dangerously insane. Keeper sardonically laments that that because they do the dirty work crucial for keeping the Empire running, they're basically glorified sanitation workers.
Light or Neutral aligned Sith players can feel like this in general. Most of your bosses are Ax-Crazy, Properly Paranoid, arrogant BloodKnights whose only job qualification is being better able to stab the other guy with a lightsaber. Furthermore, the Emperor you serve is a nutcase who wants to devour all life in the galaxy while everyone else is too busy fighting each other to team up against him.
Opening Scroll: Twenty-four of them, one for each of the eight classes, each of whom have a trilogy.
There are a number of planets that you can only visit in flashpoints, making them more like this then the main planets, because the main planets actually do have different locations.
Pointy-Haired Boss: Some Imperial Intelligence missions result from the nominally superior Sith screwing up. For example, right at the start, you are sent to curry favour with a Hutt's lieutenant so he influences his master to ally with the Sith. You manage to do it, the guy thinks (?) you're his best friend and asks you to meet his family, with hints of setting you up with one of his sons if you're female. Cue Keeper calling you and telling you that oops, some pointy-haired Sith just murdered the man's sons, so... change of plans, you are to kill the lieutenant, "avenge" his death and "find" evidence that shows how the rival Hutt already allied with the Republic. Although it'd be a stretch to call the Imperial Agent a cutie, it's still the first time in the campaign you're expected to kill a largely sympathetic guy.
Light Sided Agents can turn this into a borderline CMoH though. You get the option let the guy go, faking his death, telling him (truthfully) that one son did survive and giving a hint of where he is. Later, you get a letter from Keeper saying that somebody mysteriously rescued the surviving son, and hints that he knows full well who did it. His reaction is more Silly Rabbit, Idealism Is for Kids! than true disapproval.
Poison and Cure Gambit: A Mandalorian commander on Tatooine challenges you to take on his people's rite of passage: to take a vicious sandpeople-made poison and run out to their camp for the cure. Should you accept the challenge, you have 15 minutes to obtain and take the antidote or die trying.
Politically Correct History: In the Republic Taris is remembered as a prosperous city world that was destroyed by a Sith Lord. The fact that it was a xenophobic segregated pit of scum and villainy mostly dominated by organized crime is almost completely forgotten.
Politically Incorrect Villain: The Sith Empire is extremely racist and considers humans to be superior to all alien species, even those that can be considered more Near Human than alien. Those of partial Sith descent are treated like nobility, partially due to their inherent Force sensitivity.
Pragmatic Villainy: Often taking the lightside path will lead to better results, or the darkside path is pointless and counterproductive to your goals. Players who wish to be fully darkside will have to grasp the Villain Ball tightly.
Prestige Class: Every class chooses between two Advanced Specializations around level 10. Each one opens up two unique skill trees, and one that's shared between the pair.
Punch Clock Villain: Several minions and mercenaries will walk away if you just ask them to and abandon their now desperately alone former boss because they're just not paid enough to face the likes of you.
It seems that a lot of Imperials are this. Many soldiers, Imperial Reclamation Service staff and agents aren't evil personalities, just people doing their jobs.
Some of the nicest Imperial characters work in either the Imperial Reclamation or Diplomatic Services.
Putting on the Reich: Just like Palpatine's Galactic Empire from the original movies, the Sith Empire shares a lot in common with the Nazis. Including their grey and black uniforms, the crimson flag, a powerful secret police forcethat got purged, widespread racism against all not pure blood Sith and humans, and that their aim for starting the war in the fist place was to regain historical Sith territory that they lost at the end of the The Great Hyperspace War (Lebensraum). The Empire even run a mass extermination camp for Evociis on Nar Shaddaa to gain favor with the Hutts. In the camp you will find lots of bodies and bones piled on top of each other that was clearly suppose to be reminiscent of the Holocaust.
The Fabricator in the Karraga's Palace Operation requires some members of the raid to solve a Towers of Hanoi puzzle to arm the cannon that lowers the boss's defenses.
Colonel Vorgath (or to be more precise, the minefield you have to go through to reach him) in Explosive Conflict
Operator X from Terror from Beyond
Scum and Villainy has two: the droid showroom of Olok the Shadow, and a lesser example with Red/Blue/Gold/Green Teams of the Operations Chief.
The Quisling: On Corellia, it quickly turns out that the Corellian Council voted to defect to the Empire. Suffice it to say, the Republic is very upset when it learns about this.
Rag Tag Bunch Of Misfits: To greater and lesser degrees, most classes' companion crews are this. Jawa tank? Kilik joined diplomat? Incredibly patriotic droid? Check check check!
Rail Shooter: The game's space battle feature is of the Third Person Tunnel Shooter variety.
Rainbow Pimp Gear: The developers have tried hard to Avert this. Besides strict adherence to each class' theme, there is a liberal usage of Set Bonuses. In Patch 1.2, the developers further averted this by adding the option to make visible armor pieces match the color scheme of the chest piece. A later patch added dye kits that allow you to set the colors for an armor piece yourself.
The Real Remington Steele: Early on in the Imperial Agent's class quest, the player steals the identity of a pirate called the Red Blade. The real Red Blade eventually learns of this and is not amused.
Red Oni, Blue Oni: The color scheme for Sith and Republic, especially in starships and bases.
Red Shirt Army: Some of the space battles start off, with the player being part of a fighter formation and... yeah. What's funny about this, is that Republic Trooper players will see extremely expensive armed transports, crewed by Special Forces, slagged on a regular basis.
Pretty much any army or squadron sent ahead of you on a mission will end up as one of these, either already dead or minutes away from being slaughtered. There's a reason why they need player help so much.
Daniel Erickson: "So you can actually say, Oh yeah, sorry I two timed you with that other person. But look! Presents!"
La Résistance: The separatist movement on Ord Mantell is seeking to overthrow the corrupt planetary government backed by the Republic. And there is an armed resistance on Balmorra fighting a guerrilla campaign against the Imperial occupation with Republic support.
Ridiculously Cute Critter: The Ortolans, which are depicted as pudgy little creatures that experience the harshness of both Hoth's climate, and the aggressive campaigns initiated by both the Republic and the Empire there.
Rooting for the Empire: Although the game presents the possibility of good and evil characters in both factions, there is still a group of people on the official forums that believe the Sith to be better than the Jedi because they believe the Jedi to be too strict and hypocritical, even though the same could be said about the Sith. This has lead to debates about the Light Side and the Dark Side that are treated like serious philosophical arguments.
The novel "Fatal Alliance" revealed one truth about the Sith of this era. As some know, the Jedi policy of taking children from their families for training was controversial both in-universe and in fandom. Well, the Sith of this era do the same. Such Sith basically lose their claim of being the way of "free" Force-users and aren't better than the Jedi Order in restricting every born Force-sensitive. Except it's lethal.
There's also the fact that one can play a light-side Imperial or Sith, which many find more interesting than playing a good guy who belongs to the faction where you'd expect to find them. The appeal of Another Side, Another Story also comes into play, as most Star Wars media is centered on the Republic.
Jace Malcom: For centuries, Alderaan stood as a beacon of hope in the Republic. But the Empire came, and with one savage strike, brought Alderaan to her knees. Now, time is running out as few are left to face the enemy. For those that remain, there is but one choice. We must fight—to victory, or death—for the Republic! […] While the sacrifices are heavy, we fight knowing that a single spark of courage can ignite the fires of hope, and restore peace across the galaxy.
The Sith Inquisitor's conversation choice of "Shock him".
The mentality might come from a quest on Korriban where you must try different methods to get a holocron from inside a... pyramid thing, and after trying other methods, the Inquisitor says, "Just open, damn it!" and shocks the pyramid which opens it to reveal the holocron. So there's a precedent for the effectiveness of shooting lightning.
The Sith Warrior's snarkier/bloodthirstier comments often involve a simile where the enemy is crushed like an object, where the object is something relevant to the conversation.
Sadistic Choice: The ending of Act I for the Imperial Agent, where you have to choose between stopping a terrorist attack and letting the terrorist go free, or arresting the one behind the attack after letting the terrorist kill thousands. This choice is made more complicated with the fact that you are told that stopping the terrorist attack would involve a "suicide run." Fortunately there is a third option. Unfortunately, said third option is becoming The Dragon to the terrorist.
In Act Three of the Trooper storyline, you are forced to choose between saving Sergeant Ava Jaxo, a recurring character that helped you throughout the story and a minor love interest for a male trooper, from death by Explosive Decompression, or 300 Republic POWs on an Imperial space station.
Samus Is a Girl: The Imperial Agent story ends on a rather epic version of this. It turns out that Hunter, who has been teasing the agent, even face-to-face, since Act II, is actually a woman who has been compelled to disguise herself as a man via holographic technology for most of her life and has either fallen in love with (if male) or is envious of the agent's freedom of identity (if female).
Sarcastic Clapping: One of the bosses of the Esseles flashpoint, Ironfist, does this when you first meet him. Use the emote named after him, and you can do this as well.
Save Scumming: By hitting Escape, a player can quit and restart any conversation they are in. This allows you to switch Light/Dark Side choices, test companion affection changes, or just preview dialogue. Nevermind the fact that you're Save Scumming in an online game.
Save the Villain: When you have an enemy concerned and defenseless, Usually the light-sided option is for you to either take them as a prisoner or let them go.
Scavenger Hunt: The Great Acquisitions Race World Event is pretty much this, with players having to hunt for items on both Nar Shaddaa and each side's respective capital world for the Chevin Consortium.
The Imperial space mission "Skaross Fortification" has the player defending a space station from bombers. After one run by the battle, the ship swings around to show that, right behind where the mission started, is an entire planet in the process of falling apart at the seams. All rendered in gorgeous detail, of course.
Scenery Porn: You can watch it through a shaky, handheld camera of some guy playing through at PAX and Tython still looks jaw-droppingly gorgeous.
A Bounty Hunter class quest has the player breaking into a palace on Alderaan. Early on, the player character discovers a Conspicuous Security Chest with a dead Imperial nearby. Examining the Imperial reveals he died of poison darts...
Screw the Rules, I Have Connections!: Gayem Lekshende, A CzerkaCorrupt Corporate Executive andthe Arc Villain for Republic Tattooine players, doesn't hesitate to order the death of SIS personnel and the player, 3/4 of the time is an agent of the Republic Military. He assures you that any "incidents" will be excused thanks to Czerka's many representatives in the Senate. Ironically subverted, as his unlawful actions were one of the many charges leveled against Czerka which allowed its assets to be lawfully seized by the Republic.
Screw This Im Out Of Here: During the Imperial quests on Hoth, you have the chance to work with an Ortolan engineer over a heating plant. If you choose Light Side, he activates some turrets for when Republic reinforcements arrive. But if you go Dark Side and tell him that the Imperials don't need his help, when the Republic forces arrive, he informs you he's going off to lunch.
Inquisitor: I have more light than you'll ever have... and I love!
Sealed Evil in a Can: The Infernal One, main antagonist for the Eternity Vault raid-we don't know that much about him other than that he's a Rakata Sith and apparently a genius at droid-making (the opening boss of the raid nearly wiped the characters in the Developer Walkthrough). Oh yeah, and the Eternity Vault was made by the Rakatan Empire, which begs the question-what kind of person would scare the builders of the Star Forge enough to put him in there? And what's more, how did he get control of it? And why didn't the Rakatans use their traditional can for criminals?
Secret Legacy: The Sith Inquisitor is revealed to be the direct descendant of Lord Kallig.
Sequel Escalation: The cinematic trailers seem to indicate that Bioware are trying to top the films in terms of outlandish Jedi duels and never-before-seen situations:
An army of Sith warriors.
A Jedi using a two-bladed-lightsaber-and-normal-lightsaber combination.note Technically not the most impressive feat in the franchise, as double-bladed lightsabers have been dual-wielded before, but never in a life-like context.
A lightsaber strike deflected by a thrown lightsaber.
Republic soldiers taking on Sith and actually winning.
The increasingly deteriorating appearance of Darth Malgus. The way he looks in the Coruscant trailer is a result of the battle in the Alderaan trailer (which is itself a vendetta by Satele Shan after what happened in the Korriban trailer).
Serious Business/Fan Dumb: This is an article that spends several pages going through a short post by the Lead Systems Designer word by word, sentence by sentence in order to gleam as much information as possible. Down to the degree of "...by using the word 'several', Georg is implying...'. Unfortunately for them, said designer himself has noted that he isn't implying anything. He was just being nice and spent a few minutes during lunch to answer some questions. When he says 'several', he really just meant several. No hidden messages or implications.
Sex Is Evil: The Jedi Code discourages Jedi from engaging in romance. In an early quest, the player gets dark side points if two Jedi in a covert romantic relationship are encouraged to pursue it rather than end it. Ironically enough this is also subverted: the Jedi don't have any real problem with emotionless sex as it tends to produce rather powerful Jedi — it's the emotional attachments that come with it that are allegedly a problem. The current Grand Master even has a son.
Playing a character on both factions causes this. Republic players on Taris and Sith players on Balmorra cement their faction's control on the planet. Sith players on Taris and Republic players on Balmorra undo those accomplishments and drive the other side off the planet.
The Republic questline on Makeb involves a mad scramble to build and fill a ship that can be used by the population to escape the exploding planet. The Imperials, on the other hand, prevent the planet's destruction outright, giving them access to the vital minerals on the planet.
Shock and Awe: The speciality of the Sith Inquisitor class is Force Lightning; there is little they don't solve by liberal application of electricity, as almost every skill they have is based around it. The Trooper also has a number of skills that
Shoot the Shaggy Dog: The fate of the Promised Ones on Taris. They were a minor group of outcasts from Knights of the Old Republic whom the player could choose to help find "The Promised Land"; as it turns out, they did find their Promised Land, which was an automated colony that could see to their every need, but over the centuries, supplies started to run out, vaccines stopped working, education was de-emphasized, the droids tending to them started to shut down, and the struggle to survive on a post-apocalyptic world took its toll in general. By the time the player finds out about their fate, they have been extinct for many years, having been picked off by Rakghouls.
Short-Range Long-Range Weapon: All pistols and rifles have a range of only 30 meters, as does a Sith Sorcerer's lightning or a Jedi Sage's telekinesis. A dedicated Sniper or Gunslinger gets this extended... to 35 meters. In real life, this is still about half of pistol range for a decent marksman.
Darth Malgus, the Sith Lord in all three trailers, has bitchin armor all around, but to no one's surprise his shoulders are big enough to land fighters on. Revealed art also seems to point to Sith Warriors in general rocking these on their armor.
The Imperial Guard are sometimes given to shoulder-wear that would make most doorways a dicey prospect, as it extends about six inches past the shoulders in a tapered point.
Shout Out: In the character progression video for the smuggler, the smuggler finds himself, in a desert area, facing off with a Sith, who ignites his lightsaber and goes through a complicated and impressive routine. The smuggler pulls out his gun and just shootsthe guy dead. Can easily double as a Crowning Moment of Funny. Also, for Imperial players, the mission in which they retrieve Revan's mask contains a scene straight out of the beginning of The Lost Arc.
On Tatooine, Bounty Hunters encounter an Exchange sex trafficker called the Lady of Pain.
The Bounty Hunter has the "rocket punch" move. You activate your jetpack while you're right in an enemy's face, which makes you rocket straight up while you twist your body around and throw your fist up so that it connects with your opponent's jaw. In other words, it's exactly like the Street Fighter series' Shoryuken. Minus the jetpack.
There are likely dozens, if not hundreds, of shout outs to Star Wars itself, from vague to obscure:
To reach one Datacron you need to jump into an active incinerator, find a control panel, and input the correct code to open the door and get out before you're burned alive. The code? 326.3827. This is the unit number of the Trash Compactor Luke and Crew almost got crushed in in A New Hope.
One Flashpoint boss casts a buff on himself that causes him to do double damage. When he casts it, a message pops up saying that the boss "Has become more powerful than you can possibly imagine!"
On Hutta, you can find a droid and a Wookiee sitting and playing a game. The droid has lost both his arms, and his head is sideways. Clearly he didn't realize he should let the wookiee win...
If you go to the Zoist Shadow, the imperial launchpoint for some operations, you can find a black-clad sith warrior on the bridge surrounded by a group of bounty hunters including a trandoshan, a mandalorian, assassin droids...
The jedi padawan fought during Black Talon is a Twi'lek named Yadira Ban. In KotOR 1, Revan is able to turn a Twi'lek sith named Yuthara Ban to the light.
On Tatooine, Republic players can get a quest from a Jawa who worries about a Jedi friend who ran out into the desert with some sort of madness. You eventually find out that she ran out to kill as many Sand People as possible in revenge for the death of a close friend. Since you find this out through a holorecording on her corpse, it's pretty clear that she was noticably less successful than Anakin would be...
If the player lets the Archon in Rise of the Hutt Cartel build too many stacks of energy, instead of an Enrage being hit, the golden mech being fought starts channeling an ability called "Charging MAH Laser" which will one-shot-kill the player character if it hits. MAH is an acronym, but that ability's name is not an accident.
Darth Jadus: All you have done is ensure that the cruel, purposeless reign of the Dark Council continues.
Agent: I'm sure your cruel, purposeful reign would have been much better.
Single-Biome Planet: Lampshaded and discussed by a couple of militia guards at the Republic's Outpost Thorazan on Tatooine:
Militia Guard 1: You know, some planets don't have to put up with this all the time. The heat, I mean. Militia Guard 2: Yeah? Militia Guard 1: Yeah. Most planets have these things called "seasons". Sometimes it's hot, sometimes it's cold, but most of the time it's downright tolerable. Militia Guard 2: Huh.
Slave Collar: Vette, a Sith Warrior companion, starts with one until removed. It comes with a shock function, for when you're tired of her sassy remarks, or just want some dark side points.
Meet the Bounty Hunter's nemesis, Tarro Blood, the most smug, cowardly, dishonorable Mandalorian ever.
Jedi Master Corin Tok is a rare heroic version of this trope. A leader of the Jedi on Corellia during the Imperial storyline, brags about being essentially invincible, nicknamed "The Sith Butcher" and compares himself to heroes like Revan and Bastila Shan. Kicking his face in is a rather cathartic moment for Empire players.
Gyl Rosen from the end of the Sith Inquisitor's first act; a Nar Shaddaa crimeboss now in possession of the Inquisitor's ancestor's lightsaber. When you go to retrieve it from him, he rather arrogantly tells you that you are going to listen to his offer, and that he is backed by four of the toughest mercs on Nar Shaddaa; "They make the Sith look like schoolteachers". He then tells you that you either become his "personal Sith" and work for him, or you pay him three million credits for Lord Kallig's lightsaber. At which point you can say "No", and shock him instead. Enraged, Gyl orders his mercs to attack, only to discover he doesn't pay them enough to tangle with a Sith. And then you can kill them all anyway, only to discover they're just regular mooks, hardly the Sith killers Gyl tried to fool you into believing they were. It's very pleasant to have Gyl screaming at them to kill you when moments before he was attempting to boss you around.
Space Cold War: The whole game is the Cold WarIn Space, with both sides constructing planet-destroying superweapons and supporting numerous planetary conflicts, secretly or openly. The biggest difference is that both sides want a hot war.
Spirit Advisor: The Sith Inquisitor occasionally receives guidance from the spirit of their ancestor.
Stab the Sky: The Jedi Knight and Consular both do this after each builds her or his first lightsaber.
Staged Populist Uprising: A Republic storyline centers on an uprising on a prison planet. The rebels are descendents of convicts and are quite angry that they are treated like prisoners themselves. However, you discover that the insurgents are manipulated by Imperial Agents who want to destabilize the planet.
The Starscream: Some of those in the Empire suffer from this, with their primary goal being self-advancement, with the Empire itself coming in a distant second. This is highlighted thoroughly during the Bounty Hunter's quest line on Balmorra in the low 20s. The Imperial they're getting close to edges pretty close to the Too Dumb to Live category, sabotaging his side's war effort to discredit his superior, and getting 'his' superior killed.
Stat Stick: The Jedi Sage/Sith Sorcerer's light saber exists pretty much only to provide stat bonuses. The worst of this trope is however averted, as a weapon's actual damage stat is only used if the attack hits with it.
Sticks to the Back: Any two handed weapon used by characters, along with the non-light saber blades. Pistols and lightsabers use hip glue.
Sticky Bomb: Republic Troopers get an ability called Sticky Bomb. When thrown at an enemy, it will detonate after a few seconds, dealing damage to the target and up to three enemies nearby. Enemies in a threat category below "strong" will flail around and try to remove it, which counts as them being stunned for its duration. The Bounty Hunter, the Trooper's mirror class, gets the Explosive Dart ability, which has the same effect.
Stop Poking Me: If you click on companions enough when they have no new conversations, they'll start getting cheeky.
M1-4X: Do not worry, master! My armor is impenetrable to your touch, no matter how repetitive!
Stupid Good/Stupid Evil : Most of the Light Side options are simply being patient and reasonable, and Dark Side cold pragmatism. The requirement to have a decision in most quests means there are plenty of these too however, which makes a full LS/DS run rather difficult. The game knows they’re stupid decisions as well, as you will get called on most of them. In addition, background Sith characters seem to default to Stupid Evil, which is a running problem for non-Sith Imperial characters. For example, an early Agent questline has your attempts to sway someone towards your faction totally derailed when a Sith murders his sons for no reason. Conversely, the tendency of background Jedi to be Lawful Stupid makes them the bane of Light Sided Sith, since their overzealousness will cause them to refuse to backdown from easily avoidable confrontations, simply as a matter of principle. So much for "There is only peace".
In Eternity Vault, Soa erects a shield in the final phase of his fight. This shield repels all damage. During this phase, he lifts massive pillars out of the ground and very, very slowly drops them on the party. If Soa gets hit by one of these pillars, his shield goes down.
In Explosive Conflict, Kephess pilots an invulnerable walker. Fortunately, he sends in Mooks armed with explosives which can be used to make the walker vulnerable.
Take Cover: A specific ability to the Smuggler and Imperial Agent classes, both of whom have several abilities that can only be used from cover. Both have Deployable Cover, just in case.
Applies, in a less significant way, to all players: Here, other classes are seen protecting themselves from a Macross Missile Massacre by hiding behind turret platforms.
Doubling as a Mythology Gag, character creation states that the Smuggler class "is always ready to shoot first, stealth up and sneak away after." In the original version of A New Hope, Han Solo — the character the Smuggler is based on — shoots a bounty hunter before the latter can react. In the Special Edition version, the scene was digitally altered and edited so that the bounty hunter fires at Han first, who dodges the shot and fires back in self-defence. The change was extremely controversial, and "Han Shot First" has since become an in-joke amongst fans. There is another reference to that same scene late in the Smuggler storyline from Master Sumalee if you decided to kill Darmas Pollaran.
Master Sumalee: I'm going to preserve our good working relationship by assuming he shot first.
Early on in the Sith Inquisitor storyline, when your instructor asks you "Do you have any more stupid questions?" You can sarcastically answer "Don't you just hate how sand gets everywhere?"
Take Your Time: Planet destroying superweapons tend to have a very long charge-up time.
Talking Is a Free Action: While in a conversation PCs go into a kind of stasis where they cannot be attacked and abilities with durations are frozen. Since there is no time limit on selecting dialog in single player conversations a PC could remain frozen like this as long as they like.
Teacher's Pet: Ffon to Overseer Harkun, so very much. You will wish them both dead every time Harkun tells you that your Sith Inquisitor will never amount to what Ffon does. You get half that wish fulfilled when Zash fries Ffon to death for trying to steal credit from your achievements. Harkun can be killed later when you eventually become a Sith Lord.
Each class has an ability (which can only be used with an active companion) which allows them to regenerate health and resets the cooldown on one of their abilities (usually a stun). It's meant to be used if you are in danger of losing a fight and causes a special theme to be played when it is used.
The track that was eventually revealed to be the main theme plays in the Hope trailer, when Satele sends Malgus flying into a boulder.
In the finale of the Jedi Knight's Chapter 3, the main theme plays if you choose to kill the Emperor.
In The False Emperor Flashpoint, the game's main theme starts to play once you weaken Malgus to the point where you have to throw him into a pit.
Major Bessiker on Balmorra in the Sith Inquisitor class quest. He basically orders the player to go rescue his son or the player will not get the required anti-toxin remedy. His son himself fits the trope, a Sith apprentice who orders you to free him "so he can go claim a rare artifact of power whose map he holds." No points for guessing that it all ends in blood. (If you go for the Dark Side options, at least.)
Took a Level in Badass: The Republic military. After getting slaughtered during the Jedi Civil War, the brass realized that they had become too dependent on the Jedi. 300 years later, Republic soldiers are more than capable of standing up to Sith.
Ugly Guy, Hot Wife: Darth Malgus, the hideously scarred Sith from the three CGI trailers, is married to the blue Twi'lek that is with him in Deceived. In all fairness, a lot of his current physical deformities are recent battle scars, and he isn't bad looking prior.
Most of the Emperor's direct subordinates (i.e. the Imperial Guard, the Emperor's Voice, the Emperor's Hand) who know the Emperor's true agenda remain with him out of loyalty.
Most maxed out affection companion quests end with them promising to always have the player character's back.
Unequal Pairing: Every class except for the Bounty Hunter and Smuggler have at least one romance where either a Muggle or a direct subordinate is romanced. The Warrior, for instance, can romance a slave.
Space combat sequences against other players are done in a space simulator setting, with free movement to all sides.
Unflinching Faith In The Brakes: Malgus doesn't even bother looking when the starship crash lands inches behind him. Though as a Sith, it is reasonable to assume he'd sense if it was going to actually strike him anyways.
Unreliable Narrator: The History videos are explicitly pieced together from incomplete information, and some things are pure supposition on the narrator's part. This keeps things like Revan's true motives and ultimate fate nice and vague for in-game development.
Vendor Trash: Very common. The item descriptions make no attempt to hide it either. Players can, however, send a companion on a one-minute mission to sell these to a vendor.
Vengeance Feels Empty: The Sith Inquisitor finds space pirate Andronikos Revel in the process of tracking down and murdering his mutinous crew. At several times during the story, he misses out on the chance to personally kill his betrayers, and is visibly distraught about this.
Vibro Weapon: Many of the non-player character carried Melee weapons are these, and the force-using classes use them until they finish the first planet. Just like in Knights of the Old Republic, they have a cortosis alloy weave, in order to stand up to Lightsabers. Also the main weapons for melee non-force sensitive companions. Since a patch, they are also just as good as lightsabers, so sith and jedi players can use them just as effectively, if you are bored with lightsabers and just feel like swinging a BFS that looks just as cool.
Video Game Caring Potential: Play through any class story, and you'll more than likely become attached to (and protectiveof) at least some of your companions. You'll also meet plenty of sympathetic, even Woobie, NPCs during your travels.
Some of the NPCs you deal with are so irritating as to make the Dark Side options regarding them very appealing. For example, spend most of the Imperial questline on Taris getting insulted by Thana Vash, and then just try to resist the temptation to let her rot in prison when you get a chance.
The tail end of Act One for the Bounty Hunters has the potential to end up like this. Having been tasked with a mission aboard a Republic ship called the Aurora, you're immediately set upon by Republic soldiers, who deem you an enemy working with another invader they have in custody. Cue you reaching the ship's brig and finding Tarro Blood - the cowardly excuse of a Mandalorian who has been your nemesis up to this point - languishing in a cell. Given your mission was to sabotage the Aurora by powering down its shields and forcing it out of hyperdrive - causing it to rip itself apart under the stress of deceleration - you can leave Tarro to a fate of explosions and violent asphyxiation, prompting him to vainly screams at you as you and your companion saunter off.
For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials wants you to rescue him from the Separatist for the informations he has, but one of the officers will tell you that he don't deserve to live and that you should go ahead and Kick the Son of a Bitch. Once you meet him, you will find that he is such a JerkassUngrateful Bastard and tell you that you take too long to rescue him. You will probably have a slightly hard time trying not to push the dark side button.
On Corelia, refugees are marked as "neutral" targets, which means you can engage and kill them, which is a war crime in istelf. It makes sense for Imperial players, since it's a manner for instilling fear into the population you are conquering. However, even Republic players, the ones who they are desperately fleeing to for protection, can murder them in cold blood, and get away scot-free, even if it's in a guarded refugee camp.
Villain Takes an Interest: The Sith Warrior and Sith Inquisitor get to invoke this. The Warrior's under orders to take Jaesa away from the Jedi and into the Sith because she has a useful ability. The Inquisitor needs Ashara's help to get into the Jedi Temple ruins on Taris. Both become your characters' apprentices (though it's informal in the case of Ashara). Of course, it's entirely on you to decide how villainous you want to be.
Violation of Common Sense: In the Lost Island flashpoint and during the boss battle against Project Sav-Rak, the players face him on a platform suspended high above lava. Bad enough, but he also utilizes a Shockwave Stomp that sends players flying, possibly over the edge. So the only safe place? Right where he lands! How far you go flying is based on how far away you are from his impact point, so letting a two-story tall fifty-ton mutant land on your face will result in 94% less being dead than staying as far away as humanly possible.
Visual Pun: The taxi landing/takeoff pads for Mandalorian Enclave and Sith Temple on Dromund Kaas are open to the sky, but the one for Imperial Intelligence Headquarters has a roof. So when you arrive at Intelligence HQ, you are under cover.
War Arc: The basic summary of the game's story. It's Republic and the Jedi versus the Sith, the Chiss and the Mandalorians; mercenaries and criminals profit from both sides.
We Have Reserves: The standard Imperial response to most problems is to throw people at it until it goes away. And by "people" we mean "conscripts, mercenaries, and slaves", of course. The officers shrug it off; they're just "common soldiers." The Sith don't give a bantha's rear about much else other than themselves and their power games (the Emperor is an Omnicidal Maniac who wants everything in the galaxy except himself dead), and Empire officials follow the lead of the military and Sith. Couple this with comspiring against and killing one's boss being the preferred method of advancement (it's just gauche for a non-Sith to not be sneaky about it), and the Empire does more damage to itself than it does its enemies. Manditory conscription and extensive use of slave labor are likely the only reasons they managed to get off Dromund Kaas. Their early success is likely due to catching the Republic by surprise thanks to Revan and Exile having ''no backup plans'' and walking into an obvious trap.
The end of Chapter 1: Darth Jadus faked his death and was manipulating the Eagle as part of a twisted plan to unite the Empire in a new epoch of fear.
The beginning of Chapter 2: The SIS has managed to brainwash the Agent, making the mission to infiltrate them much more difficult.
The aftermath of Taris: The brainwashing is Imperial in origin. The former Keeper/current Minister of Intelligence arranged for it to happen on the orders of the Dark Council.
The end of Chapter 2: The SIS has been seeking the Shadow Arsenal: a collection of undetectable high yield warheads. Hunter is actually a mole for an organization that he claims will triumph over both the Empire and Republic.
The end of Belsavis: Hunter's organization is the Star Cabal: a conspiracy founded 1000 years ago to prevent a second war between the Republic and the Sith by ensuring that the two nations never come in contact with one another. When analyzing data recovered from the Star Cabal's vault on Belsavis, the former Watcher Two/current Keeper is rendered comatose.
The end of Voss: The true reason that the Voss have remained neutral is that they have allied with the Star Cabal, as the Cabal has promised to destroy the Empire and the Republic within the next few decades, ending the two superpowers' interference in Voss affairs. Imperial Intelligence is disbanded by the Sith, who aren't amused to learn that the current Keeper is comatose and that the agency has been exerting so much effort into hunting an organization whose existence can't be proven.
The end of Chapter 1 for the Jedi Knight, where the Knight arrives too late to stop a Desolator from firing on a planet.
The end of the Knight's Chapter 2 as well, at least for those who haven't read Revan: Lord Scourge is revealed to be working to bring down the Emperor and joins your party after revealing that the Emperor is trying to become a god by annihilating all life in the galaxy.
Playing as an Imperial, this may pop up once you realize who the Jedi running the Foundry is (provided you haven't read the books, of course). Also, who his underling, and thus one of the Flashpoint Bosses, is.
The end of the Explosive Conflict Operation, where you learn that the Dread Masters have gone rogue and are the new Big Bads. It's more of a wham for Imperial players though, as they are more likely to be familiar with the characters in question.
What Measure Is a Mook?: Killing NPCs you converse with often gives you Dark Side points, but as for the mooks defending those NPCs? Oh, go ahead and slaughter them all, the game won't punish you for it.
What the Hell, Hero?: At the end of the Imperial Agent story, if the Agent give the Black Codex to the Dark Council, the Minister of Intelligence (formally Keeper) will call the Agent out on giving the guys who just spent the whole story screwing them over the one object that could have helped improve Imperial life.
With This Herring: All classes start out with gear notably weaker and shabbier-looking than that of NPCs around them. In particular, Troopers start in a warzone and are expected to pull their weight with inferior equipment, while Force users use training lightsabers throughout their first planet, yet are sent on highly dangerous tasks nonetheless. The lack of good equipment is rapidly rectified, however, and before long each class looks as dangerous as it's supposed to be.
World of Snark: Naturally, this being a BioWaregame. Every player character gets plenty of opportunities to get their snark on, and has at least one smartass companion, and more than a few of the people they deal with get snarky as well.
You Have Failed Me Darth Baras's disposal of a particular stupid minion matches DarthVader's scene to the letter, including tele-choking and promoting a random bystander.
In the first Imperial flashpoint, you can execute the Captain for refusing to attack a (stronger) Republic vessel.
The Bounty Hunter has to watch their Sith employer do this to the Imperial officers they just worked their arse off to save from a Republic ambush. Just another reason why taking the optional quest to kill the guy feels so damn good.
You Have Outlived Your Usefulness: The Dark Side option for dealing with Thana Vesh at the end of the Imperial Taris questline. Given her interactions with your character, it's hard to imagine anyone actually letting her live.
These are the exact words describing Dark Side response in the very last conversation during Kaon Under Siege Flashpoint.
You Keep Using That Word: Quest givers will routinely use the term "Decimate" when ordering all enemy targets to be wiped out. note Decimate simply means "Remove by one-tenth". They actually mean to say "Annihilate".