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The Exile / Meetra Surik
The Player Character. A Jedi general who once served under Revan in the Mandalorian Wars, before being cast out of the Order. (And there's more to that backstory than meets the eye... much, much more.) The Exile spends the timeframe of the first game outside Republic space and is en route back into the Republic as the second game begins.
- Action Girl: If played as female.
- Awesome by Analysis: If the Exile attacks their old masters then he/she learns the saber forms they would have taught them by watching their movements alone. While said master is trying to kill them!
- The Atoner: For ordering the destruction of Malachor V, especially when played as Light-Sided.
- Beauty Equals Goodness: Same reason as Revan.
- Blood Knight: The Exile can, on severeal occasions, admit that their love for battle was the reason they joined the Mandalorian Wars.
- Canon Name: Can be given any name in the game, but is known as Meetra Surik in later Expanded Universe material.
- Chaste Hero: Having been raised a Warrior Monk, the Exile is almost completely clueless about romance and relationships. Depending on dialogue options, they may not necessarily be completely disinterested in the thought of romance, but are too clueless and emotionally burdened to really act on it.
- Chick Magnet: Despite generally being a Chaste Hero, this is very much the case. A male Exile will have Visas, the Handmaiden, Mira, and Atris display varying degrees of affection for him.
- Contrasting Sequel Protagonist: To Revan. Kreia describes Revan's presence as the heart of the Force, while the Exile's as the death of the Force.
- The Corrupter: At least, according to Atris. A Dark Side Exile can play this trope straight by doing so to their party members.
- Dark Action Girl: If played as Dark-Sided and female.
- Dark and Troubled Past: As it turns out, the Exile is a war criminal, responsible for activating the Mass Shadow Generator and destroying Malachor V, killing almost everyone on both sides of the battle.
- Deadpan Snarker: In true RPG tradition, snarky dialogue options are almost always available. For example, upon learning Atton hates "Jedi Talk", the Exile can briefly elect to speak entirely in Ice Cream Koans to annoy him.
- Defiant to the End: Frequently mentioned as being one of the Exile's more notable character traits. When the Jedi Council ordered them to relinquish their lightsaber, their response was to bury the blade into the centre stone of the Council Chamber before storming out.
- Doom Magnet: As far as the Council is concerned. Whether they're correct or not, wherever the Exile goes you can expect to find a trail of destruction in their wake.
- Dropped a Bridge on Her: Gets unceremoniously stabbed in the back by Lord Scourge in the finale of Revan.
- Dude Magnet: A female Exile will have Atton, the Disciple, and Darth Sion showing their affections for her.
- Everyone Calls Him "Barkeep": Everyone will refer to you as "The Exile." The exceptions are Bao-Dur, who calls you "General", and characters that don't speak Basic and can use your chosen name in subtitles.
- Everyone Went to School Together: Actually played straight, as the Exile is mentioned as being a student at Dantooine alongside Revan and Malak. A vision on Korriban likewise shows Bastila amongst the group that Malak attempted to recruit during the war, which immediately clues them in that it's false, as in reality, Bastila utterly refused to join them.
- The Faceless: Technically not an example, as the Exile's face is whatever you select at character creation. However, for a long time the official version of the character lacked a proper picture or facial description, prompting Wookieepedia to have all screenshots with the Exile in it to be shown with her head out of the picture◊ or obscured by something flashy◊. This changed when a miniature of her was released, along with an image, finally◊.
- Featureless Protagonist: Played with. The Exile has an in-game backstory as one of Revan's trusted generals and a planet-destroying war criminal that the player is not aware of at first, although unlike the previous game, the character themself suffers no amnesia. It's revealed gradually through the dialogue, and you can choose the details of it it through your responses.
- Fight Magnet: Lampshaded by several characters.
- Four-Star Badass: Was one of Revan's top generals during the Mandalorian Wars and led the campaign on Dxun. Regains this by the end of Kotor II, as the various forces that the Exile assisted during the game will respond to Telos' distress signal: From Dantooine, either the Khoonda Militia or Azkul's mercenaries, from Onderon, the forces of the side the Exile backed in the Civil War, and the united Mandalorian clans from Dxun.
- Good Counterpart: If played on the light side, the Exile is this to Darth Nihilus. Both characters receive their power through The Force by feeding on the Force energy of others, except Nihilus is too dependant on The Force, and has his humanity sucked into his own wound in The Force. A light side Exile retains that humanity due to their not being dependant on The Force, and doesn't exert a negative influence on others.
- Humanoid Abomination: Though unaware of it for most of the game.
- Hypocrite: You can be this if you want to appease to as many companions as possible. You have to say one thing to one companion and the opposite to another, from do-gooders like Disciple and Handmaiden, sociopaths like HK-47 and Hanhaar and pragmatists like Atton and Kreia.
- I Did What I Had to Do: Depending on how you play it, this can be the Exile's attitude towards the Wars, although they can still be regretful of the bloodshed.
- Intelligible Unintelligible: Due to droids being the sole company the Exile kept during most of their time wandering, they are completely fluent in Droid-Speak. Atton, whose own understanding of the language is limited, finds this trait somewhat irritating as he can only understand half of the Exile's extended conversations with T3.
- Lady of War: If female, there are several quite elegant hairstyles to choose from during character creation despite the Exile being a Frontline General.
- The Leader: Even in her youth, her fellow apprentices would follow her example, much to the discontent of Masters like Vrook, and later on she managed to command thousands of her fellow Jedi in her role as General. By the war's end, she was the third mos powerful leader in the Republic Forces.
- Machine Empathy: One of the Exile's force powers, and important to plot and gameplay in several ways. Not the least of these being the ability to unlock extensive of dialogue with droid characters, of which there are three (four including Bao-Dur's remote) in the player's party alone. Even you never put a single point into Repair or Computer Use, dialogue with Atton notes the Exile's affinity for droids— they're fluent in astromech beeps and whistles, while Atton can barely understand T3 at all when they first meet. Perhaps most significant of all is the way in which deploying the Mass Shadow Generator affected the Exile in a completely unique manner compared to any of Malachor's other survivors, even other Force-sensitive individuals.
- Magnetic Hero: Lampshaded, justified, and deconstructed; it turns out to be one of The Exile's many force powers.
- My God, What Have I Done?: Giving the order to activate a planet-crushing superweapon on Malachor V.
- Mysterious Past: In addition to their Dark and Troubled Past during the Mandalorian Wars, what the Exile did during the decade they spent wandering the Outer Rim is left mostly vague. During a conversation on Peragus, it's implied that their ability to understand droid-speak is because they were the only source of conversation and company the Exile kept during that time.
- Naked First Impression: Having only just woken up from a kolto tank, the Exile was still in their underwear when they first met Atton. He jokingly refers to them several times afterwards as the "half-naked Jedi".
- Never Live It Down: In-universe example. Throughout the course of the game, the Exile would get blamed by various characters for the destruction of Peragus, regardless of whether they are actually responsible.
- Ninja Prop: Plenty of the Exile's unique and freakish powers are aspects of Gameplay and Story Integration that the player likely won't notice the first time through. Why do your allies blindly attack whoever you do, regardless of right and wrong? Why is it you grow stronger with every enemy you slay?
- Not So Different: To Darth Nihilus.
- Older and Wiser: The Exile can be played as such. At several points, they can admit that they might have been young and immature when they went off to war, but they still believe it was ultimately the right thing to do.
- Older Than They Look: Mira comments on this to the Exile, saying that despite their youth, their eyes carry the weight of centuries behind them.
- Player Character: For the second game.
- Power Glows: Various force-sensitive characters comment that a light-aligned Exile has a glow surrounding them.
- Power of the Void: Why Nihilus' attempt to feed on the Exile fails. The Exile is a "wound" in the Force, meaning Forcewise they are a literal negative-space, almost a black hole. They unknowingly draw energy from others around them, either symbiotically (if Light side) or parasitically (Dark). Nihilus tries to drain the Exile, but receives a big bite of un-Force and weakens instead.
- Power Copying: The Exile is able to rapidly copy the force techniques of the Jedi Masters they encounter.
- Power Parasite: Albeit unintentionally. The Exile eventually learns they never regained their connection to the Force, but instead have been unknowingly drawing their power from Force-Sensitive individuals around them. The true nature of the siphon depends on alignment however — a Dark-Side Exile is parasitically feeding off of their companions, while a Light-Side Exile's bonds are more symbiotic in nature.
- Prodigal Hero: Spent the past ten years wandering around the Outer Rim.
- The Scapegoat: In spades. The masters (some more than others) just refuse to cut them even an inch of slack for disobeying orders and going to war. This is because they literally can't blame anyone else; the Exile is the only one who actually came back to face trial. It gets truly ridiculous in the end game, where the Masters seem content to punish them for a danger they may pose because there's no way to act on the much bigger threat. At that point it goes from being slightly reasonable fear to absolute pettiness.
- Shell-Shocked Veteran: The Exile's entire character arc deals with this as it's the reason why they lost their connection to the Force. The Sith tomb on Korriban is basically a trip through the Exile's shellshock and guilt issues, with added real monsters.
- Technopath: One of the Exile's abilities.
- There Is Another: Is supposedly the last Jedi. This turns out to not be the case.
- The Unchosen One: A Jedi who lost their connection to the Force and was exiled to the far corners of the Galaxy, returning to a Republic that doesn't like Jedi much at all these days.
- Token Good Teammate: Of the Jedi who fought under Revan, the Exile was the only one who returned the Jedi Council to face trial.
- To Be Lawful or Good: Canonically, they chose to defy the Jedi Council because of the compassion they felt for those being hit by the Mandalorians.
- Too Spicy for Yog-Sothoth: The Exile practically cripples Darth Nihilus when he attempts to feed on them.
- Unwitting Pawn: To the Third Sith.
- Vague Age: Mira wonders about it in her thoughts. If the Exile asks her if she wants to develop their relationship (as a Love Interest if male, as friends if female), she will say that they are too old for her. If the Exile presses her, she admits that they might not be that old, but due to all they've been through, they might as well be a hundred years old.
- Villain Protagonist: Well, up to you really.
- Warrior Therapist: And boy, they're very good at it.
- Well-Intentioned Extremist: Much like Revan, the Exile is said to have gone to war because they couldn't sit back and watch while the Jedi Council refused to do anything about the Mandalorians.
- What Have I Become?: Kreia states her belief that on a subconscious level, the Exile always knew what they had become after Malachor V, and the real reason they severed themselves from the force was because they were afraid.
- When All You Have Is a Hammer...: Subverted and lampshaded. In conversations with other characters, Atton in particular, Kreia points out how helpless Jedi are without the Force. Because they rely on it so completely, they often apply it to problems which could be solved without it. Part of her teachings for the Exile involve putting effort toward learning mundane skills, with special attention on skills you have otherwise neglected. Notably, many of the main quests specifically eschew whatever Force powers the player has recovered in favor of putting the spotlight on the companions you've gathered (on Nar Shaddaa), on puzzle-solving and knowledge (on Korriban), and on diplomacy, leadership, and tactics (Onderon and Dantooine).
- Wizards Live Longer: Causing said Vague Age.
A mysterious grey Jedi that the Exile meets on Peragus. Throughout the game she acts as the exile's mentor, guiding them along a path of pragmatism, neutrality, and encouraging them not to aid others. Other party members often voice suspicion of her motives, but she ultimately convinces them to cooperate... whether or not they want to.
- Ambiguously Evil: It's clear she has some kind of personal agenda, and she is ruthless in pursuing it - but at the same time, she's unquestionably in opposition to the Sith.
- The Atoner: Possibly to some extent. Gaining maximum influence with her will have her admit that she used to be a Sith, and feels responsible for the rise of Sion and Nihilus. She never says one way or the other whether she's seeking to make things right or just wants revenge on those who betrayed her, but either way, she opposes them now.
- Author Avatar: Chris Avellone has admitted he often used her to point out things that bugged him about the Star Wars universe.
- A Pupil of Mine, Until He Turned to Evil: She introduces the Sith as being this, with Sion proudly claiming that "no longer do [her] whispers crawl within my skull." As it happens, it's more that she turned from evil. Allegedly.
- Badass Teacher: Very powerful and VERY protective of her students, the Exile in particular. She went so far as to say she would have killed the galaxy to protect her.
- Beige Prose: Uses this when narrating how the Sith betrayed her. It's contrasted by dark, visceral imagery showing exactly what took place.Kreia's Narration: I suffered... indignities.
[Darth Sion pummels her senseless while her muffled screams echo in the darkness]
- Berserk Button: She's normally very calm and composed, but is quickly riled up by any Stupid Good or Stupid Evil decisions the Exile makes, perceiving the Exile as either denying themselves strength with useless charity or throwing away potential advantages with pointless antagonism.
- Blind Seer: Her eyes are blank white due to atrophy; she uses Force Sight to see.
- The Chessmaster: Even more than Atris, she manipulates the Exile into searching for the surviving members of the Jedi Council and taking down the Sith Triumvirate, herself included. Her goals from the beginning of the story were to challenge the Jedi Council over their own failed teachings, clean up the mess she made building the Triumvirate and rebuild the Jedi Order through the Exile and her companions-turned-students and by the end she has completely succeeded at all of them.
- Consummate Liar: She never really lets slip what her goals, past, or knowledge of the situation are. Do not trust her personal accounts without hard evidence or third-party testimony.
- Cruel Mercy: She does this to Hanharr because she has plans for him.Kreia: I have saved your life, beast. That makes it mine.
- Deadpan Snarker: She has her moments, especially if Atton's involved.Atton Rand: Explain something to me.
Kreia: I do not have the years required — nor the desire to indulge you.
- Deuteragonist: She gets more than enough focus to earn this title.
- Disability Superpower: She sees through the Force rather than through her own eyes to avoid being limited to a single perspective. As a result, her eyes just kind of... withered from disuse.
- Establishing Character Moment: At first Kreia appears to be dead, but then wakes up in the morgue, identifies your character as a former Jedi just by how you walk, and snarkily chides you for looting a corpse.Kreia: Find what you were looking for among the dead?
- Even Evil Has Standards: Though she is more morally grey than evil, she despises Bao-Dur for his creation of the Mass Shadow Generator that slaughtered thousands of Jedi, Republic soldiers and Mandalorians alike.
- Evil Mentor: Or very dark gray, at a minimum. Most of her influence choices are dark side oriented, and indeed her overall philosophy is closer to Sith than Jedi. However, it's worth noting that the Dark Side way of doing things has plenty of Stupid Evil choices that will lose more influence with her than on the light side, and the choices that give influence with her tend to give a smaller payout of Dark Side points, and one can still gain influence with light-sided actions provided you listen to what she has to say and at least acknowledge her lessons. Also, in the Dark Side ending she treats the Exile a lot worse than in the Light Side one.
- Evil Versus Oblivion: While it's pretty clear she isn't trustworthy, she does manage to convince Atton she's against Darth Nihilus since she doesn't want all life in the galaxy to die.
- The Exile: Happens to her twice, first from the Jedi Order for supposedly leading her students astray and then from the Sith Triumvirate she created to destroy the Jedi.
- Visually and in terms of role, she is clearly designed to be a female mixture of Ben Kenobi and, as a villain hiding in plain sight, Darth Sidious.
- According to Chris Avellone, Kreia came about from the question "What if Ravel was a member of your party?". And he goes on to say that she was given a number of character elements that they wanted to explore with Ravel, but never got the opportunity to in Torment.
- She's also a expy to Jolee Bindo from the first game, at least mechanically. She's a Jedi Consular capable of using both light and dark side powers. In-story, she's more of a Foil to him. While Jolee is fundamentally a Jedi who is only gray because he's unaffiliated with the Order and disagrees with some of their teachings, Kreia's philosophy is much closer to the Dark Side, only staying gray because she doesn't approve of violence or cruelty for its own sake. Or she's deliberately hiding her alignment to keep other Force sensitives from discovering her true nature.
- Fantastically Indifferent: Not herself, but more the reaction she evokes around. Despite she lives in an era in which Jedis are being hunted down, Kreia is scandalously evident about her Jedi status: she always wears the order's signature robes, has an otherworldy aura over her persona, and constantly spews Force babble to everybody regardless of whether they are allies, enemies or simple bystanders. However, while a few characters do recognize her as a Jedi, none of them is nowhere near as inquisitive about her as they are towards the Exile, who is ironically much less conspicuous and reticent to talk about it. Even the Exile herself accepts pretty quickly that Kreia is a random surviving Jedi who happened to travel in the same Republic ship as her (not that Kreia is precisely open about her life when she is questioned, but one would think it should rise some suspicions).
- Fantastic Racism: She hates droids and aliens. It's likely that this is because she can't read their minds well or at all, making their actions harder for her to predict and control.
- Fired Teacher: Her teachings were considered heretical by the Jedi Council and Atris and the rest held her responsible for her students following Revan, her greatest pupil, to war and so exiled her from the Order.
- Handicapped Badass: She starts out blind and soon loses a hand — and still kicks ass. It helps that, as a neutral-aligned Consular, she is a Force powerhouse with dark or light side abilities, and not that good with weapons anyway.
- Hazy Feel Turn: Gaining enough influence with her will have her reveal that in addition to having once been a Jedi, she also spent some time as a Sith, but was betrayed by her students and now sides against them. Despite this, it's unclear whether she's in it for genuine altruism or simple revenge.
- Hypocrite: Kreia holds a number of seemingly contradictory beliefs and opinions, almost in a Friedrich Nietzsche way. While some of these take the form of rhetorical devices meant to provoke a response from you as her disciple, she does lie by omission and implication on several occasions, and there are a number of paradoxical gaps in her worldview — take for instance her opinion about using the Force as a crutch, something she does both mechanically as a Squishy Wizard and in-story as a Blind Seer:Kreia: Take the greatest Jedi Knight, strip away the Force, and what remains? They rely on it. Depend on it, more than they know. Watch as one tries to hold a blaster, as they try to hold a lightsaber, and you will see nothing more than a woman or a man. A child.
- Interface Spoiler: You cannot give her any dual-wielding feats, nor competence with two-handed blasters. And she starts with a duel feat (i.e. she gains bonuses from using one-handed weapons or fighting barehanded).
- Jerkass Has a Point: She's not nice in any sense of the word, and will question both charity and petty cruelty. Thing is, she's right. In her lesson on the issue, you deal with a refugee by either giving him a few credits or threatening his life. Help him, and he gets shanked for the money mere seconds later. Threaten him, and he goes on to mug someone out of desperation.
- Kick the Dog:
- In cut content, unlocking the message about Revan in T3 will result in a cutscene where Kreia zaps him with Force Lightning for the supposed betrayal.
- Also if you bring her along to the Nar Shaddaa refugee sector, she suggests currying favor with the Exchange on Nar Shaddaa by threatening the refugees into being more compliant.
- Made of Iron: Normally a frail old woman, but she somehow survived a particularly brutal beatdown by Sion, despite being cut off from the force at that point.
- Mama Bear: She threatens a world of pain on anyone who dares to hurt the Exile.
- Manipulative Bastard: Constantly engaging in manipulative schemes behind your back.
- Master-Apprentice Chain:
- Said to be Revan's first and last master.
- She's also responsible for teaching the Exile after her return, who in turn trained her companions on the Ebon Hawk who went on to rebuild the Jedi Order, that's a Master-Apprentice Chain that reaches all the way to Yoda.
- Mentor Archetype: Perhaps the straightest and deepest example of the trope in the entire Old Republic franchise, despite actually being a Sith and a person who hates the Force. You spend a good part of the game training with Kreia in using the Force, which is appropriate as the Exile has to relearn using the Force after having been cut off from it.
- Mind Rape: Inflicted by her on several other party members. When your wise old mentor starts mind-raping your friends, you know you're in the middle of something special.
- Misery Builds Character: She believes struggles and hardships help you grow, and hates seeing the Exile deprive his/herself or anyone else of their troubles. See The Social Darwinist below for more.
- Monochromatic Eyes: Blank-white Prophet Eyes in the Blind Seer tradition.
- Ms. Exposition: Provides much of the exposition in the game.
- Mysterious Past: Inextricably bound up in the wars. And Revan and the Sith. She's also implied to be the Handmaiden's Missing Mom, Arren Kae. Most of what you learn about Kreia's past is told to the Exile secondhand, and what little she tells you is vague if not downright misleading — the player sees a major reveal about her past in a cutscene where Nihilus and Sion seize control of the Sith from her following an utterly brutal beating, but it's not clear how much of that she actually explained to the Exile, nor how she got away after the fact.Kreia: We all wage war with the past. And it leaves its scars.
- Never Mess with Granny: Attempting to antagonise her almost always ends badly.
- The Nicknamer: She calls nobody by their own name; see the page for examples. This makes a great excuse to avoid calling the Exile by their real name.
- O.O.C. Is Serious Business: Two cases.
- One side quest on Nar Shaddaa requires you to find a mans missing wife. If you encourage him to help others as well, Kreia will actually praise you for using altruism to help strengthen both you and the victim in a way to encourage him to do the same thing you did.
- If you do the light side Onderon main quest, she will suggest murdering Vlaku after hes defeated, knowing that hes an exception towards her no killing policy due to how dangerous he would still be alive.
- Perception Filter: She uses her various Jedi mind tricks constantly, brainwashing others into forgetting she's even there. This happens more than once with the various members of the Ebon Hawk, Atris has no idea she's at the polar base until after she's left, and it's implied to happen even more often offscreen — it does seem odd, doesn't it, that everyone is looking high and low for Jedi but they only ever see the Exile, never the old woman dressed in Jedi robes?
- Psychic Powers: Demonstrates this trope more than any other character in the game. She has access to any and all the Force Powers in-game (including Force Lightning), and in addition to her power to Mind Rape anyone regardless of their mental resistances, she can conceal herself from anyone, even members of the Jedi Council and is even capable of healing people from the brink of death.
- Shadow Archetype: Specifically sets herself up as one as part of her mentorship — a key tenet of her philosophy is that beliefs must be confronted with opposition to grow stronger, and the Exile is treated no differently. It's why she seems to have an argument against almost every choice you make save those based around her teachings of manipulation, and why in the end she considers you her greatest student, regardless of the path you choose.Kreia: I am but a mirror whose only purpose is to show you what your own eyes cannot yet see.
- The Social Darwinist: Kreia will often reprimand the Exile for showing compassion and mercy to other characters, as she says that helping others "weakens" them. Then again, survival of the fittest is one of the key principals of the Sith.Kreia: Why did you do such a thing? Such kindnesses will mean nothing, his path is set. Giving him what he has not earned is like pouring sand into his hands ... By giving him something he has not earned, perhaps all you have helped him become is a target. Seeing another elevated often brings the eyes of others who suffer. And perhaps in the end, all you have wrought is more pain. And that is my lesson to you. Be careful of charity and kindness, lest you do more harm with open hands than with a clenched fist.
- Squishy Wizard: She's a frail old woman, blind if not for her Force sensitivity, one-handed after Peragus so she cannot equip double-bladed weapons, and a Consular (the Force-heavy class). Rather hypocritically so, as she herself reminds the Exile to avoid depending on the Force too much.
- Stop Being Stereotypical: She challenges the Exile to look beyond the White And Black Morality pervading Jedi and Sith beliefs, and actually think about their choices. Pointing out how Chronic Hero Syndrome may actually do more harm than good, while causing destruction and misery For the Evulz, serves no purpose.
- "The Reason You Suck" Speech: Frequently dishes these out.
- Trickster Mentor: Engages in this type of training from time to time.
- Understatement: The player sees the No-Holds-Barred Beatdown she receives from Sion in cutscene form, which Kreia describes only as "...indignities."
- Unreliable Expositor: She lies very often, making her exposition very suspect.
- Waking Up at the Morgue: You first encounter Kreia in the Peragus station morgue, laid out in a slab, apparently dead. When you loot one of the corpses there, Kreia will wake up, having apparently used a Jedi trance so effective that station personnel actually believed she was, in fact, dead.
- What the Hell, Hero?: She does it whenever the Exile is being too good or too evil.
- When All You Have Is a Hammer...: A significant subversion. A large part of what Kreia seems to want to teach the Exile is about balance, not just within the Force, but in how to live without it, as well. She believes that in using the Force, using the powers it grants, light or dark, one is compelled to develop only along specific paths, and becoming blind to other possibilities, in different ways, regardless of whether one becomes Jedi or Sith.
- Wild Card: Kreia is loyal to exactly two people — herself and the Exile. Everyone else, be they ally or enemy, is a tool to be used. In the very end she reveals she is also loyal to Revan, and encourages the Exile to join him/her.
- Zen Survivor: She's a former Jedi and a fallen Sith and now occupies a strange middle road in the Force, dispensing her bitterly-earned wisdom to the Exile.
An experienced smuggler and starship pilot that the Exile meets on Peragus, imprisoned in a force cage for unknown reasons. Both being desperate for allies in the hostile facility, they team up to escape, taking off in the Ebon Hawk. However, as they travel together, it becomes clear that he's not quite who he says he is...
- And the Adventure Continues: One of the many unfinished ending sequences (which can still be found in the game files) has him offer to join the Exile in their journey to the Unknown regions, with the two walking away together.
- Anti-Hero: A Unscrupulous Hero who is willing to lie, cheat, steal, and murder to get ahead. Pushing him towards the light side makes him a bit more principled as a Pragmatic Hero, while on the Dark Side he's a Nominal Hero who only counts as a hero because his ruthlessness is directed towards the Sith.
- The Atoner: For being a gleeful Sith Assassin specialized in torture.
- Ax-Crazy: Hey, it's a dangerous galaxy. Hinted at whenever he casually mentions killing people and his Dark and Troubled Past as a Jedi hunter and Sith torturer.
- Berserk Button: Stay out of his head.
- Betty and Veronica: The Veronica to the Disciple's Betty for the female Exile. A fairly straight example: he's a dark-haired lecherous scoundrel, while the Disciple is a blonde boy scout. Pretty much All Girls Want Bad Boys versus Single Woman Seeks Good Man in a nutshell.
- Bodyguard Crush: Kreia Mind Rapes and blackmails him to ensure his loyalty to the Exile, but it only works because he's already protective of the Exile and anxious to keep them thinking well of him.
- Boomerang Bigot: He hates Jedi. Turns out, it's because he's actually Force-sensitive himself and is afraid of it.
- Byronic Hero: A cocky outcast and smooth talker, Atton's foolishness is a facade for deceptive cunning, and his background is shrouded in mystery. Turns out, he was a force-sensitive Sith Assassin under Revan's command who killed and tortured Jedi.
- Catchphrase: "Pure pazaak!", whenever things are going his way.
- Chronic Backstabbing Disorder: Self-described. And somewhat misleading. Far from being a lifelong smuggler and rogue, he used to be a Republic soldier, then became a trooper under Revan's Sith, where he turned out to have a knack for torturing and assassinating Jedi. He was loyal, in his way — it just turns out that what he's best at is hiding in plain sight, deceiving others in the name of a cause.Atton: I'm a deserter. It's what I do.
- Combat Pragmatist: In his backstory, anyway. He knew how to kill Jedi quickly and efficiently, and was pretty effective at it as well.
- Covert Pervert: He's very disappointed when the Female Exile eventually finds some clothes on Peragus.
- Dark and Troubled Past: It's hard to get darker or more troublesome than being a Sith agent who tortured Jedi into the dark side or killed them. He revelled in it, and was extremely skilled in this line of work.
- Deadpan Snarker: Even in a World of Snark, almost every single thing he says is a quip. It's part of the facade he used to hide his true thoughts and emotions from the Jedi.Atton: What in space is going on? Who's this? Another Jedi? What, did you guys suddenly start breeding when I wasn't looking?
- Desperately Looking for a Purpose in Life: The game never actually says it, but this seems to play into the reason why Atton latches on to the Exile. Being a Magnetic Hero is one of the Exile's Force powers, but while the others all have at least a vested interest in the state of the galaxy, but Atton expressly doesn't. Having served loyally through the wars, his Heel Realization and the loss of Revan left him adrift, falling into a life of crime, lust, empty snark and pazaak to fill the void... until the Exile happened by.The Exile: I don't want to play pazaak.
Atton: We're not playing for credits. We're playing for something else.
- Determinator: His saving throws get better the worse off he is, and as long as at least one other character is still standing, he gets back up automatically after being knocked out.Kreia: You are a slippery one, your thoughts difficult for even one such as I to read. I suspect the self-loathing that squirms within you gives you a curious strength. Your spirit, as diseased as it is, refuses to allow you to give up, no matter what threats you face... and whatever wreckage you leave behind you.
- Dying Declaration of Love: To a female lightsided Exile on the Restored Content Mod, if he falls in his duel with Darth Sion. After the Exile defeats Kreia, Atton dies in her arms after telling her he'd fallen for her at first sight in Peragus. For more of a kicker, it's the only time throughout the game he ever admits his feelings for her.
- Expy: Of Han Solo, actually in many levels, but with a much more troubling background.
- Fantastic Racism: He has a deep-seated prejudice against droids. He dislikes T3 even more, if only because the machine keeps beating him at pazaak. His reasons are never established, although it's possible that he's just displacing his actual feelings toward Jedi in order to avoid the Exile stumbling onto the truth of his Dark and Troubled Past.Atton: Why don't I trust droids? Because they BREAK. In the HEAD.
- If the Exile mirrors Revan, Atton is clearly a foil to Carth Onasi. Both pilot the Ebon Hawk and are one of first party members the player meets in each respective game. But their characters could not be more polar opposite. Carth has issues trusting anyone, Atton was the kind of person a normal human being shouldn't trust.
- He can also be considered a foil to Darth Sion, as both can endure physical damage that would kill a rancor and keep on getting back up. Probably why there was originally a scene where the two would fight (see below).
- Guide Dang It!: Out of all the party members, his class change is the hardest to trigger. Once you get their affection ratings high enough the class change will either trigger though dialogue automatically, or in the case of Mira and Handmaiden hint at a specific task to be fulfilled. Handmaiden you have to spar with 3 times, and the game offers the prompt when you converse with her. With Mira, the game tells you exactly where to take her to trigger her class change dialogue. Atton not only needs a high enough affection rating, but you have to take him to a specific location NOT hinted in dialogue. This location triggers the start of his class change conversation, which you must have a high enough affection rating to pass and continue to the next one. There are three checks total you have to pass before the game FINALLY gives you the option of changing his class.
- Gut Feeling: Atton will state he has a bad feeling when you are about to run into trouble. He actually turns the iconic "I've got a bad feeling about this" line into a gameplay mechanic (the game suggests you save whenever he utters the line). Also counts as foreshadowing since Atton is Force-sensitive.
- Heroic Sacrifice: In cut content, given high enough Relationship Values, Atton will sacrifice himself in a one-on-one battle with Darth Sion. If Atton loses, Sion will torture him to death. Considering Atton's back story as a former Sith assassin, this scene doubles with Redemption Equals Death if Atton is turned to Light Side via the Exile's influence.
- Heterosexual Life-Partners: With a Male Exile. He is almost as jealous of the Male Exile's relationship with the Handmaiden as he is of the Female Exile's relationship with the Disciple, but without the romantic context.
- Hidden Depths: They're not pleasant. They're hinted at when you defeat Visas, and his first comment is that he's not sure how he would go about killing someone of her species.
- Irony: He's a scoundrel, a selfish jerk, and has a dark past as a Sith torturer. He's from Alderaan, which the movies and the rest of the EU portray as a planet of Perfect Pacifist People.
- Jerk with a Heart of Gold: He's a low life and he has a very dark past, but he genuinely wants to help the Exie.
- The Lancer: The most loyal companion who is with the Exile for most of their journey. Quite tellingly, when the Exile is absent during the Nar Shaddaa story, it is Atton who (however briefly) takes the lead of the party.
- Love at First Sight: In cut content, given high enough Relationship Values, Atton tells the Female Exile in his dying moments that he loved her from the moment he met her and tried to play it off as a joke.
- Mage Killer: If you have sufficient Influence with him, he will eventually reveals that he was once a Jedi hunter. During the Jedi Civil War, he was part of a squad that was trained in ways to kill Jedi, or capture them and torture them into insanity and make them fall to the Dark Side. There is a also a dialogue option that allows him to tell you the ways in dealing with Jedi.
- Meaningful Name: Atton may in fact be derived from "atonement." He also believes rather firmly in the rights of the individual and self-reliance, has nothing but contempt for "collectivist" Jedi ways, and with just a slight sociopathic streak - his last name is Rand.
- Mission Control: For a sizeable chunk of the Peragus stage and some of Dxun.
- Murder the Hypotenuse: Depending on influence and Dark Side/Light Side levels, it would have been possible for him to do this to the Disciple, but the content was cut.
- Obfuscating Stupidity: Deliberately comes off as a lazy, joking good-for-nothing to avoid suspicion about his past. Handmaiden and her sisters are able to call him on it by reading his body language, which reveals that he has had substantial combat training.
- Psychic Static: Plays pazaak in his head to keep other people out of it, and can teach the Exile to do it. In game terms, this is a permanent +1 modifier to Will saves.
- Running Gag: While the player being imprisoned is simply a recurring plot element, Atton's complaining about its frequency is a running gag. He also has a tendency to get shot down or crash his ships, repeatedly. The third time, he yell that it's not his fault. Kreia still calls him an incompetent pilot.
- Sarcastic Devotee: He constantly snarks at the Exile. But he is still genuinely loyal to them.
- Screw This, I'm Outta Here!:
- His backstory pulls this trope out twice. He first tells the Republic "screw it" and joins those who were only loyal to Revan, then after a rather impressive career as a Sith torturer and Jedi-killer, a female Jedi he tortured and brought to the brink of death showed him he was Force Sensitive and a prime candidate for ending up on the other side of the torture rack. Whether it is a HeelFace Turn, or just saving his own ass depends on your (and your Exile's) interpretation.
- In cut content, several party members decide to confront Kreia/Darth Traya on Malachor V while the Exile is still on their way, including Atton. After seeing Traya effortlessly wipe the floor with the other three (Mira, Visas and Handmaiden/Disciple), Atton books out of there.
- Survival Mantra: "Switch the face of the +1/-1 card, the totals are nine-ten. Switch the face of the +2/-2 card, the totals are eight-eleven..."
- Tall, Dark, and Snarky: While he's no taller than anyone else due to graphical limitations, he sure is dark-haired and snarky.
- Troubled, but Cute: The kid sure as hell isn't alright. But he has nice hair.
- Undying Loyalty: Despite his self-proclaimed tendency to cut and run, he's one of your most loyal companions. He's no more immune to the Exile's Force abilities than anyone else, but more than that, he's driven by guilt over the Jedi he betrayed through his previous Undying Loyalty to Revan and his/her Sith.
A Zabrak engineer who served under the Exile during the Mandalorian Wars as a combat technician. After the war, he settled down as an environmental engineer, working with the Ithorians on Telos to help terraform worlds devastated by the war. The two reunite on the surface of Telos, and continue to stick together from then on.
- Artificial Limbs: It's an arm held together by a repulsor and can disable force fields. It also boosts his unarmed damage.
- The Atoner: Particularly for Malachor V. This becomes clear as most of the ways to gain influence with him are through acts of kindness and helping people out.
- Awesome, but Impractical: Bao-Dur gets the least out of becoming a Jedi/Sith out of all your eligible party members because his prosthetic arm keeps him from wearing robes or Force-compatible armor, and any armor more durable than the default clothing restricts most Force powers. Giving him a lightsaber is mutually exclusive with his shield disrupting unarmed attacks, and he already has access to the Unarmed Combat feats that Jedi usually get. He also loses some of the incredible skill growth he had as a Tech Specialist and he's usually too fragile to do very much as a Jedi Guardian (especially if you also have the Handmaiden, who fares much better in that role). Lastly, he's somewhat hard to build influence with since your other party members tend to overshadow him when going through the influence conversations. All things considered, you're probably better off leaving him as a Tech Specialist.
- Badass Bookworm: He prefers repairing to fighting but is a very skilled fighter.
- Bald of Awesome: Like most male Zabrak, he lacks any hair beyond his eyebrows.
- Bare-Fisted Monk: He has the Unarmed Combat feats and high Strength growth, combined with the aforementioned bonus from his artificial arm, making him quite effective if you leave him weaponless.
- Berserk Button: Mandalorians, insulting his mechanical ability, and threatening the General in front of him.
- Beware the Quiet Ones: He barely ever speaks above a whisper, but he created a device that wiped out the entire Mandalorian army.
- Dark and Troubled Past: He was the one who invented the Mass Shadow Generator, a super weapon which killed everyone on both sides of the battle at Malachor V.
- Don't Call Me "Sir": You can ask him to stop calling you General, but...
- Dull Surprise: His voice has so little emotion, it almost borders on Creepy Monotone and Emotionless Guy. Fitting for a withdrawn engineer who preferred droids to people even before he built the Mass Shadow Generator and killed a planet, saddling him with two fleets' worth of guilt.
- The Engineer: He is perpetually in the ship's hangar, at work on the extensive damage. He claims to be surprised that the Ebon Hawk even manages to be spaceworthy after the rush-job that the droids on Peragus did at patching her up.
- Facial Markings: Subtle if Light aligned; scary black and red if Dark. He's the same race as Darth Maul, after all...
- Fantastic Racism: Bao-Dur really doesn't like Mandalorians. Still, he approves if you help one that's been stranded in the jungle; he still hates them, but apparently draws the line at acting on that hate, feeling it's not worth causing any more death.
- Form-Fitting Wardrobe: His t-shirt is tight, showing off an impressive musculature. His trousers are baggier, though.
- Gadgeteer Genius: He has a remote from childhood that's still running and he built that artificial arm of his. Oh... and the superweapon that ended the Mandalorian Wars. He is also extremely good at item crafting, since his high Intelligence stat combined with his unique skill oriented class allows him to easily take apart anything you don't need and upgrade anything you do need.
- Genius Bruiser: If he becomes a Jedi, his class is the very physical Jedi Guardian. If he won't repair it, he will hit it really hard.
- Glass Cannon: He has high starting Strength and does a lot of unarmed damage, but doesn't have a high Constitution and his class gives very few HP per level. To make matters worse, the other way of increasing hitpoints (investing in feats) is impractical, since his class also gives him few of those. Turning him into a Jedi Guardian remedies this to an extent, but he's still far more squishy than the Handmaiden or a Guardian Exile.
- Heroic Sacrifice: While it was never implemented into the game due to time constraints, he was intended to pull one of these on Telos during the game's final act. The only remains of this plot thread - only accessible with the restored content mod - are Atton briefly mentioning that he's missing and a scene where his force-ghost gives an inspirational monologue to the Exile prior to Malachor.
- Horned Humanoid: Like all Zabrak, he sports multiple horns atop his head.
- Human Subspecies: Zabrak are "Near Human," being descended from ancient humans. He looks like a human with an odd skin color, face tattoos and horns instead of hair.
- Mr. Fixit: Along with T3, he's responsible for fixing the Ebon Hawk.
- The Quiet One: Particularly noticeable as you can walk through the dialogue trees of other characters multiple times. If you don't bring Bao-Dur along with you and make a point to talk to him, all you get after Telos will be "Yes, General?"
- Rule of Cool: His arm—arc energy that bends at the elbow with a solid hand prosthetic on the end.
- Shell-Shocked Veteran: He still carries deep scars from the things he saw and did in the wars.The Exile: You did it to save us, to protect us from death.
Bao-Dur: That might be the truth, but I don't want to see it that way. I can't just ignore the blood on my hands.
- Sugar-and-Ice Personality: Some barely perceptible warmth starts to register in his voice and he even cracks jokes as you gain influence with him. As you were his superior officer in the Mandalorian Wars, he still trusts the Exile implicitly.
- Survival Mantra: "Your command echoes still, General. And I obey, as I did at Malachor."
- Undying Loyalty: He still calls the Exile "General," and is ready to follow them into hell a second time.
- Utility Party Member: Bao-Dur's Tech Specialist class alongside his easily accessible +3 Intelligence modifier (he joins the party at level 7 requiring one more attribute point to achieve the +3, and level 8 grants an attribute point) gives him a whopping seven skill points per level, making him even better at using skills than T3! With said modifier, he will eventually have more skill points than he can use on his class skills.
- What Happened to the Mouse?: He disappears from the plot during the game's final act, with his only appearances being in pre-recorded holograms. According to the developers, he was intended to pull a Heroic Sacrifice during the Battle of Telos, but the game was Christmas Rushed out before they could implement it.
- Woobie, Destroyer of Worlds: Bao-Dur, acting under the Exile's orders, built the Mass Shadow Generator and ended the war with the Mandalorians... by distorting Malachor V's gravitational field, drawing the majority of both fleets out of orbit, cracking the planet to its core, rendering the surface largely uninhabitable, and killing an untold number of combatants on both sides. The guilt has been eating away at him for years. When you meet him, he has been trying to make up for all the death he's caused as the lead engineer of the Telos Restoration Project, only to be forced to fight again, first with mercenary saboteurs hired by Czerka, then getting caught up in the Exile's struggles against the Sith assassins.
The Handmaiden (Brianna)
The half-sister of Atris' handmaidens. While they share a father, she has a different mother — a Jedi Master who fought in the Mandalorian Wars. She joins the Exile after they leave Telos, hoping to keep an eye on them for Atris. She can only join a male Exile, although later Expanded Universe Material stated that she nonetheless traveled with Meetra Surik.
- Action Girl: Very skilled at combat.
- Bare-Fisted Monk: She automatically gets Unarmed Combat feats (both the generic ones and some spiffy ones of her own), making this a viable option for her.
- Best Her to Bed Her: The sparring matches with her are some sort of Echani mating ritual which works like the trope. It's likely better to leave her melee weapon set as unarmed in comparison to anything short of perhaps a lightsaber or an upgraded Echani Vibroblade/Sith Tremor Blade.
- Betty and Veronica: The Betty for a male Exile, to Visas' Veronica. A harsher, more aggressive example than most, with Visas actually having more of the "softer" mannerisms associated with the Betty — but Visas is a Sith assassin who says a lot of rather disturbing things and pledges herself to the Exile in more ways than one, while the Handmaiden is more or less a warrior nun. An odd example overall, as both of them are reserved and somewhat naive in different ways.
- Boobs of Steel: It's only noticeable when she's wearing her default outfit (or no outfit at all), but she is rather buxom and she's physically the strongest of the women, barring a female Exile.
- Boyish Short Hair: The Handmaiden's haircut is very short and looks very manly.
- Covert Pervert: Atton heavily implies that she was lying to the male Exile about Echani sparring rituals being always conducted in just their underwear and subtly accuses her of Eating the Eye Candy.
- Defrosting Ice Queen: She is very stuck up unless the Exile gains influence with her.
- Everyone Calls Her Handmaiden: Her real name is only said once, near the end of the game.
- Fantastic Fighting Style: Echani. Which has the exact same animations as the Jedi barehanded combat style, however.
- Foil: To Visas Marr if the Handmaiden join the party. They're both disciples to prominent Force users (Atris and Darth Nihilus) who are rather easy to convince to switch their allegiances to the Exile. This is not just because of their shared doubts in regards to their masters, but also their opposing attitudes to combat — the Handmaiden is a melee fighter with no Force training who opens up to the Exile through sparring, while Visas is a Sith who joins the Exile out of gratitude for sparing her despite of her attacking them.
- Gender Equals Breed: All Echani children of the same sex strongly resemble the same-sex parent. Her resemblance to her Jedi mother is what marks Handmaiden as a bastard. Not that the designers made a different face model for her, though; this last part is actually lampshaded in-universe, when she mentions that many races find it hard to tell Echani apart even in cases like hers. Nevertheless, from their point of view at least, the differences that mark her as illegitimate are obvious.
- Good Is Not Nice: She's rather severe and her rigid sense of discipline doesn't leave much room for forgiveness, but she's doing the right thing as far as she's been taught.
- Green-Eyed Monster: The Handmaiden makes it very clear that she dislikes Visas, to the point that if a male Exile gains more influence with her, the Handmaiden will refuse to speak with him for the rest of the game.
- Heroic Bastard: Her father was the Echani warrior Yusanis. Her mother was not his wife. It was Arren Kae, a Jedi who fought alongside Yusanis.
- Human Aliens: Echani, although beyond hair color, skin tone, and their weird genetics where all same-sex siblings are identical, regardless of age, there's little non-cultural difference from normal humans.
- Innocent Fan Service Girl:
- She sees no issues sparring half naked, as well as staying half naked after it. That being said, characters more familiar with Echani culture (Atton and Kreia namely) hint that half naked sparring is less innocent than the Handmaiden makes it out to be. Of course as it's Atton and Kreia they might just be being jerks.
- She also has minimal objections to dancing in front of Vogga the Hutt in a skimpy outfit, as opposed to Mira (who will complain quite a bit, but still do it) and Visas (who will absolutely refuse).
- Lady of War: Her Echani training gives her the grace required for this trope.
- Light Is Good: White hair, white robes, and her intentions are mostly benevolent and selfless, though her understanding of the world is rather blinkered thanks to how she was trained. While her master Atris has lost sight of the subtleties of the Jedi Code, the Handmaiden herself is generally on the side of what is conventionally right, even if that eventually means questioning Atris's teachings. The Exile can, of course, push her further toward the Light Side...
- Light Is Not Good: ...while a Dark Side Exile can corrupt her completely. There's also that whole thing about stealing the Ebon Hawk — the Republic's laws are not the Jedi's laws, as far as Atris and her handmaidens are concerned — and her largely one-sided rivalry with Visas for the Exile's affections — cut content would have had the Handmaiden attempt to Murder the Hypotenuse.
- Loophole Abuse: The Exile notes that because of her vow to Atris, while they can't train her in the ways of the Jedi, it didn't say she couldn't be trained in the ways of the Force. Amusingly, this also doesn't stop a dark-side Exile from teaching her the ways of the Sith, either.
- Missing Mom: Although both parents are dead, she never got to meet her mother, the Jedi Arren Kae, because Yusanis returned to his wife. She asks the Exile a lot of questions about the Force and the Jedi in an effort to know what her mother was like, and seems to look up to Atris as a sort of stand-in. Although her mother might well be the Third Sith.
- The Mole: Atris orders her to join the party to make sure the Exile isn't turning to the dark side.
- Murder the Hypotenuse: Can do so to Visas in cut content. Interestingly, the reverse is not true for Visas.
- Mutually Exclusive Party Members: With the Disciple, depending on the Exile's gender. Handmaiden joins only if the Exile is male.
- No-Holds-Barred Beatdown: Her return to the Telos academy at the end. She defeats her sisters and gives Atris a good showing in lightsaber combat, but Atris quickly proves how she got to Master-level by blasting poor Brianna to unconsciousness with Force Lightning.
- Proud Warrior Race Girl: The Echani believe that combat is the truest form of expression, with ritual sparring and even practice fighting taking on a far greater significance than among other cultures. Rather than being a culture of Boisterous Bruisers or Proud Soldiers, however, the Echani are closer to being a species of warrior philosophers with a unique ability to read and observe the true feelings of others through combat.Handmaiden: When you risk pain or death for another, there is no truer test of your beliefs and strength.
- Sarcasm-Blind: She's stiff and humorless, which grates on Atton. The party's droids have a better grasp of sarcasm than she does.Atton: Well, good thing it's not a trap.
Handmaiden: What are you talking about? It's obviously a trap.
Atton: Could you please lighten up for one second?
The Disciple (Mical)
A Republic scholar researching the Jedi. Unlike many, he does not harbor hatred for the Order - frustration at their actions in the Mandalorian Wars, perhaps, but not true hatred. He encounters the Exile on Dantoonie, in the ruins of the Jedi Enclave, where he is searching for lost holocrons. He only joins a female Exile, but later Expanded Universe material stated that both he and The Handmaiden traveled with Meetra Surik.
- Awesomeness by Analysis: He not only figures out Revan's motivations and plans for the Jedi Civil War and beyond, but also Kreia's motives. Naturally, she steps in at this point and supresses those particular memories.
- Badass Bookworm: Although he focuses on history and other scholarly things, his starting class is Soldier, allowing him to equip the strongest weapons and armor from the start. The Exile finds him in the basement of a monster-infested building that was too rough for a bunch of rough-and-tumble scavengers. Reading.
- Betty and Veronica: As noted under Atton's entry, played pretty much straight. The Betty to Atton's Veronica for a female Exile. He's a handsome blonde soldier and idealistic Republic historian, while Atton is a dark, snarky, wounded criminal.
- Damned by Faint Praise: When asked why he's looking for Jedi, his answer includes "Despite the betrayal of many of the Jedi against the Republic, I must concede that as figureheads, they serve a vital role."
- Gentleman and a Scholar: He's extremely knowledgeable on Jedi history and is mild-mannered in the face of Atton's antagonism. (Of course, having been a Jedi student probably helps with both of those.) And he's able to figure out what Revan was really up to during the Jedi Civil war. He behaves rather formally and speaks with a very refined RP accent.
- Hair of Gold, Heart of Gold: He's unfailingly polite and even-tempered, even when Atton is deliberately trying to pick a fight with him, and never stops believing in the Exile.
- Info Dump: While he's also under the influence system, if you're playing light side you can easily get him to tell you his entire background and all of his opinions on the Jedi the first time you meet him.
- Jaded Washout: Some of his less-flattering opinions about Jedi have a firm basis in first-hand observation. He was a promising apprentice, but there was no one left to train him after half the Order ran off with Revan and the ones left were Holier Than Thou types like Atris and Vrook. He spent his whole life in an enclave, and was essentially kicked out to fend for himself when he came of age. The Republic military gave him a chance to serve and contribute, however.
- The Mole: A rather benign example. He's a Republic spy planted by Carth/Cede to keep an eye on the Exile.
- Nice Guy: Despite his less-flattering opinions about the Jedi and the fact that he's a Republic spy, his jovial demeanor is clearly not a facade.
- Mutually Exclusive Party Members: With the Handmaiden, depending on the Exile's gender. Disciple joins only if the Exile is female.
- Pretty Boy: Described as such by a couple of the other characters—Mira says that he's "easy on the eyes" but probably wouldn't last long on Nar Shaddaa.
- Reluctant Ruler: Depending on what path you take and if you re-train him, he becomes either a Senator or the rebuilt Order's Grandmaster.
- Sarcasm-Blind: Has a habit of taking everything seriously because he's a dewy-eyed innocent with only the best of intentions, which also annoys Atton, albeit in a slightly different way than the Handmaiden.Atton: Well, I'm sure glad that's not a trap.Disciple: No, Atton, I think it may be a trap!
Atton: Could you please lighten up for one second?
- Wide-Eyed Idealist: Subverted. While he (naturally) still draws a clear distinction between the Jedi and Sith, he's still noticeably bitter about the Jedi when you first meet him, openly describing them as arrogant and pointing out that if their paragons keep turning evil then there is probably an inherent flaw in the teachings (a conclusion he isn't the only nor the most candid character in the game to come to). He is, however, working very hard to find them so that they can get the Republic back on his feet and quite unreserved in his admiration for the Exile, which is probably why Kreia calls him naive, and is naive about the things Atton and Mira are experts in.
- You Are Better Than You Think You Are: He gives this speech to a female Exile at the end of the game after the Jedi Council tells her what she is and tries to strip her of the Force, causing a Heroic BSoD.
A Miraluka from the colony world of Katarr, and the sole survivor of Darth Nihilus' consumption of the planet. For reasons not fully understood, the dark lord spared her, bringing her aboard his ship and making her his apprentice. Eventually, he sent her to kill the Exile — a task that she failed. Her life spared once again, she pledged her life to the Exile, declaring the former Jedi her new master.
- Affably Evil: She's a Sith apprentice, but is never offended when you disagree with her or when Handmaiden lashes out at her, and professes Undying Loyalty towards you.
- Because You Were Nice to Me: If you play Light Side, this is a big part of her devotion to the Exile.
- Betty and Veronica: Played with. As a Sith, she's the shadowy Veronica for a male Exile to the Handmaiden's blonde Betty, but Visas is unusually submissive for a Veronica and the Handmaiden is colder than the average Betty — Visas pledges her life to you (admittedly after trying to kill you first), while the Handmaiden remains suspicious of you through most of the game. Despite their appearances, they share a certain amount in common: both are quiet, obedient servants of their masters, who are respectively two of the game's major villains.
- Birds of a Feather: She becomes devoted to the Exile in part because she sees in the Exile the same kind of pain she has experienced.
- Blind Seer: Kreia's nickname for her is "The Seer".
- Blind Weaponmaster: Her blindness doesn't limit her combat abilities in the slightest thanks to the Force.
- Broken Bird: She saw her entire world die and was subsequently enslaved by the Sith Lord who killed it.
- Catchphrase: "My life for yours," to the Exile.
- Dark Action Girl: A skilled fighter and trained assassin who, in the restored content, can even teach even a veteran soldier like the Exile a thing or two about lightsaber combat, albeit after ten years away from the field.
- Defeat Means Friendship: And Playable too, of course. If you spare her after her failed attempt on your life, she joins you, swearing her Undying Loyalty to the Exile.
- Emotionless Girl: She barely emotes at all. Even when she opens up, her deadpan tone doesn't change.
- Everyone Has Standards: Played almost for laughs. Visas is completely devoted to you and is willing to sacrifice her life for you, but she's unwilling to accept your request to dance in a bikini for a Hutt, finding this "degrading".
- Extreme Doormat: Her catchphrase is telling the truth. She truly believes her life doesn't belong to her anymore and will do anything she's ordered to from what she perceives as her Master, be it from Darth Nihilus or the Exile. To give you the scope of how submissive she is, if the Exile orders her to kill herself, she'll do it, no question asked.
- Eyeless Face: Standard for the Miraluka, though you never see her without her veil.
- Foil: To the Handmaiden if the Exile's male. They're both disciples to prominent Force users (Atris and Darth Nihilus) who are rather easy to convince to switch their allegiances to the Exile. This is not just because of their shared doubts in regards to their masters, but also their opposing attitudes to combat — the Handmaiden is a melee fighter with no Force training who opens up to the Exile through sparring, while Visas is a Sith who joins the Exile out of gratitude for sparing her despite of her attacking them.
- Go Mad from the Revelation: Darth Nihilus broke her spirit and made her his servant... by making her see the world, not through the Force as Miraluka naturally do, but the physical, visible galaxy. Given that he had just devoured the life of the entire planet, it didn't make the best first impression.Visas: He walked upon the surface of my dead world, and there, lying in the bodies of my race, he took me for his own. And he made me *see.* And for the first time, I saw the galaxy. And I wished to die.
- Heroic Sacrifice: Her life for yours. It's possible for the Exile to persuade Visas to sacrifice herself in order to use her bond to Darth Nihilus to defeat him.
- Human Subspecies: Visas is a Miraluka, a species of "near-humans" that naturally possesses Force-sensitivity and lack eyes.
- I Want My Beloved to Be Happy: She can accept this. After admitting her feelings, she states her only desire is for the Exile to meditate with her and teach her how they see the world without Force-Sight, so she can be allowed to see the Exile as the Handmaiden does. In the cut content, the Handmaiden might attack Visas if the Exile is closer to the latter than the former, but Visas won't attack the Handmaiden if the reverse is true. There's some certain irony in that the former Sith has better control over her emotions than the girl who spent most of her life serving a Jedi.
- In Love with the Mark: She falls in love with a male Exile, who she only met while attempting to assassinate him. Even with a female Exile, she, like Kreia, sees something beautiful in the Exile's very essence:Visas: Even if I could lead you to my Master, I cannot permit you to find him... until you are ready. Without your potential realized, then you will be lost to me. And I cannot allow that to happen. It would be as if one brought fire to a paradise valley, shattered a cavern of rare crystal... or blinded a painter.
- I Owe You My Life: In sparing her after her attempt to kill you, she comes to believe this of the Exile.
- Lady of War: A lethal fighter with a graceful demeanor and some fancy attire.
- Loving a Shadow: Quite literally. She admits to having been infatuated with the male Exile ever since the first time she sensed his presence, over half a galaxy away.
- Magic Knight: Aside from the Exile and Kreia, she's the only party member who starts out Force-sensitive, giving her an edge in Force powers over the members who need to be reclassed first. And unlike Kreia, she can still dual-wield or use a double-bladed lightsaber, making her more adept for this build.
- Meaningful Name: "Visas Marr" can be interpreted as "vision marred".
- Minion with an F in Evil:
- She's a Sith apprentice and she tries to act like one at first. But other than attacking the Exile, she never really does anything evil on-screen, and she almost immediately turns around if the Exile is even slightly nice to her, which comes naturally if you're playing Light-side. This is justified later on, when she explains that she was recruited as Darth Nihilus' apprentice basically against her will. Naturally she would jump at the chance to follow someone who treats her even slightly better than her old master did.
- That being said, there are times when she will defend stances closer to the Dark Side than to the Light Side. In Onderon, she supports Vaklu rather than Talia, and doesn't care about people getting caught in the crossfire in the cantina fight.
- Mystical Waif: Her ability and orphan background to see through the Force gives her this vibe.
- Not So Different: To the Exile, who likewise had their connection to the Force damaged, and to the Handmaiden, effectively being her opposite in number among the Sith.The Exile: Her entire planet was destroyed. She has no home left.
Kreia: Ah, without a home. Another exile.
- Romantic Runner-Up: If the male Exile romances the Handmaiden.
- Roaring Rampage of Revenge: Pulls one of these in the Dark Side ending according to the Kreia's visions of the future.
- Sole Survivor: Of Katarr, a Miralukan colony. Deliberately spared by Darth Nihilus to serve him as an apprentice and witness of his power.
- Survival Mantra: "As my feet walk the ashes of Katarr, I shall not fear, for in fear lies death..."
- Token Extremist Teammate: Even if your influence gives her full Light Side points, she still says some pretty dark things should you bring her to Onderon—she voices support for Vaklu's more draconian methods and suggests that you use grenades in the cantina fight to cleanse the area of "dirty and insignificant souls."
- Unskilled, but Strong: As Kreia alludes, she has no formal training from the either the Jedi or the Sith, as her master is more akin to an Eldritch Abomination than an actual Sith Master.
- Villainesses Want Heroes: With a light-sided Exile, particularly if male.
- You Are Not Ready: She refuses to give the Exile her master's location for this reason. Believing that they are not strong enough to defeat him and that she would simply be leading them to their death if she told them.
Mandalore the Preserver
See Canderous Ordo under Knights of the Old Republic
A bounty hunter on Nar Shaddaa, longtime rival of Hanharr and, reluctantly, the collector of his life-debt. Unlike the majority of her contemporaries, she prefers to take in her quarry alive — a kindness she extends to the Exile. Mira only joins a Light Side or neutral Exile (a Dark Side Exile will recruit Hanharr instead) after attempting to save the Exile's life from the Exchange, though she insists that it's only so she can keep them alive for the bounty.
- Action Girl: She's a very skilled bounty hunter.
- Badass Boast:Mira: I'm the best bounty hunter in this system - and that's not me bragging, that's fact.
- Badass Normal: You can train her as a Jedi, but when she initially joins she qualifies as this.
- Better to Die than Be Killed: When Hanharr first holds Mira in his grip, she makes him back off by threatening to blow them both up with her rocket charges.Mira: I'd rather die than be caught by you again, Hanharr.
- Bounty Hunter: Unlike the others in this game, she refuses to take hit jobs.
- Chainmail Bikini: Her default armor is a kind of leather chainmail trousers and short jacket, exposing a shirt revealing her stomach and her cleavage.
- Deadpan Snarker: At all times, and the Exile is not exempt. From the Exile's (but not the player's) first scene with her:Mira: I thought you Jedi were supposed to be smart, and here you are, running around Nar Shaddaa, sticking your lightsaber into everyone's business. What, were you planning to save everyone on this moon? You're attracting more attention than a fleet of Sith warships.
- Demolitions Expert: Her expertise comes from her youth spent carrying mines and munitions for the Mandalorians, figuring out how they work. That knowledge allows her to walk through literal minefields without tripping their sensors and deactivate and recover even the most deadly mines.
- Expy: Of Mara Jade, as a redheaded, Force-sensitive, street-savvy operative, trained in combat and tracking from a young age. Also of Jango Fett as a bounty hunter, mostly in terms of her arsenal.
- Guns Akimbo: Wields two blaster pistols in her introductory scene and can be quite proficient with them if you so choose, although by the time you recruit her she's switched to a BFG instead.
- Grenade Launcher: She has an arm-mounted one, although she will suggest not using grenades when you bring her to a cantina fight because she doesn't like civilian casualties. (There are non-lethal grenade options, so this isn't a total disconnect.)
- Hitman with a Heart: "Bounty hunter" pretty much translate to "hitman" in this game; all of the others you meet either don't want to try keeping a Jedi prisoner or just like killing. Mira looks down on such sloppy methods and prides herself on capturing her marks, but she also genuinely dislikes killing.
- Heroic Sacrifice: Kreia's divination in the ending predicts she will perform one, but without regrets.
- Like Brother and Sister: With the Male Exile. She politely turns down his advances because he is "too old" for her, clarifying that despite the physical age-gap being only a decade, after all the Exile has seen and done, his eyes make him appear as though he is hundreds of years old.
- Made a Slave: Captured and enslaved by the Mandalorians when she was young, though she was eventually freed and adopted by her captors before the War.
- Mutually Exclusive Party Members: With Hanharr, depends on the Exile's alignment. Mira joins only if the Exile is Light Side or neutral.
- Nobody Calls Me "Chicken"!: This is how the Exile can persuade her to dance for Vogga.
- Poisoned Weapon: She can load poisoned Mk 1 Saberdarts into her wrist launcher, the same kind Jango Fett would use thousands of years later.
- Proud Warrior Race Girl: Averted, despite being raised by Mandalorians. She refuses to take on hit jobs and disapproves of Dark Side actions.
- Save the Villain: She did this in her backstory; when Hanharr was caught in the trap of mines he had set for Mira, she saved him. Unfortunately, Hanharr only became obsessed with killing her to rid himself of the life-debt he owed her as a result. Mira admits this was the biggest mistake of her life.
- Scarily Competent Tracker: As she says more than once, she's good at finding people, which makes her very good at her job — partly (unwittingly) due to her innate Force sensitivity and partly due to her hard-earned technical and professional skills. There's also a deeper meaning to it for her, a sense in which tracking down missing people gives her life a purpose even if it sometimes means hunting criminals rather than searching for lost souls.Mira: There's a lot of lost people out there... and maybe, just maybe, by finding them, I can start putting the galaxy back together.
- Small Girl, Big Gun: If you kit her out to use heavy weapons. Not the most optimal build, mechanically speaking, but sometimes you don't want everyone to dual-wield lightsabers.
- Stripperific: Readily exploited, she wears revealing clothing to distract male targets.
- Technical Pacifist: She prefers not to kill her enemies. She's disturbed at how easily she forgets this when fighting alongside the Exile.
- Third-Option Love Interest: Not going to happen to a male Exile, despite their best efforts. She claims that he's a bit too old for her and regardless, does not want to complicate things between the Handmaiden and Visas even further.
- Utility Party Member: Mira can fill this role due to her Scout class (which gives her many class skills, making skill development easier) and high Intelligence, although not as well as Bao-Dur or T3. She can also run through mines without tripping them.
- Walking Armory: She is the resident Jango Fett expy after all, complete with a wrist-mounted dart/rocket launcher.
- You Have Got to Be Kidding Me!: Her reaction when faced with the still-living Hanharr on Malachor V.
A psychotic Wookiee bounty hunter and slaver on Nar Shaddaa. After killing his own tribe and being enslaved by Czerka, he completely snapped, becoming a sadistic, mass-murdering criminal. He hates Mira, who wound up saving his life during a run gone wrong, putting him in a life-debt to her - something that torments him to this day. He only joins a Dark Side Exile (Light Side/Grey Exiles get Mira instead).
- Arch-Enemy: To Mira, ever since she made the mistake of saving his life, even as he was trying to hunt her down and kill her at the time. He's become obsessed with killing her to end his life-debt to her, regardless of her telling him that she couldn't care less about that debt. Kreia notes this when she makes Hanharr indebted to her and tasks him with hunting down Mira in the Light Side walkthrough.Kreia: This prey is something you have chased all your life... you are born and bred to it, like no predator before you.
- Ax-Crazy: He loves killing.Mira: It's like he's out to make the whole galaxy suffer...
- Back for the Finale: For the Light Side playthroughs. After Kreia heals Hanharr on Nar Shaddaa following his loss to Mira, he disappears until it's time for his rematch with Mira on Malachor V.
- Badass Bandolier: Similar to Chewbacca, though Hanharr wears two instead of one.
- The Berserker: Wookiee Fury.
- Blood Brothers: With The Exile at the resolution of his character arc.
- The Brute: Can be this to a Dark Side Exile, as one of the few characters who can keep up with them as a melee fighter.
- Dark Is Evil: His fur is murky brown, and he's a bloodthirsty hunter who has always preferred the dangerous Shadowlands to Kashyyyk's treetops.
- Death Seeker: Investigating his past reveals that he wants to die to atone for killing his tribe.
- Debt Detester: He really hates to be bound to anyone through a life-debt, so he aims to free himself of the debt by killing the other person, even if they tell him there is no life-debt to pay.
- Don't You Dare Pity Me!: He's the only party member with whom you gain influence by insulting and threatening him, asserting your dominance. You actually lose influence by over-praising him.
- Dual Wielding: Starts with a pair of ryyk blades, and the boost to strength and attack speed from Wookiee Rage make him a combat monster.
- Duel Boss: On Nar Shaddaa and during the endgame on Malachor V, you fight him one-on-one with Mira.
- Even Evil Has Standards: Hanharr will tell a Dark Side Exile that he doesn't approve of using the Mass Shadow Generator to kill people on Malachor V — not because of the deaths involved, but because it was a coward's way to kill from a distance, without looking their victims in the eye and letting them know who killed them and why. Certainly, while killing his own people, Hanharr made a point of waking each one of his victims before he killed them, to let them know why they had to die for their weakness.
- Evil Counterpart: To Mira. They're both bounty hunters of the Scout class who are considered the best of their profession on Nar Shaddaa and can join the Exile, but their reasons and methods of going about their business are different. To Mira it's more about the credits, and she prefers bringing people in alive. Hanharr on the other hand does it for the thrill of the hunt and killing. Only if the Exile's aligned to the Dark Side will Hanharr join them, otherwise it's Mira. Also, they both were slaves before becoming bounty hunters.
- Fantastic Racism: He believes that all non-Wookiees are slavers and should be enslaved as punishment. He hates other Wookiees because his tribe exiled him for being nuts.
- Foil: Like Zaalbar from the first game, Hanharr is a Wookiee outcast who has suffered from Czerka Corporation's slavery, is heavily associated with a young and sassy female character and can join the player's party. That's where the similarities end, however. Zaalbar joins regardless of the player's opinion while Hanharr joins only a heavily dark-sided player. Zaalbar is a Gentle Giant who doesn't particularly enjoy violence, while Hanharr is as bloodthirsty as they come. Zaalbar was exiled because he attacked his slaver brother in rage with claws and is ashamed of that, while the reason for Hanharr's (somewhat self-imposed) exile was his shameless bloodlust. While Zaalbar is opposed to Czerka's slavers, Hanharr has engaged in slavery after escaping from Czerka. Zaalbar is the best friend and protector of Mission Vao who also joins the player character, while Hanharr is Mira's mortal enemy, with only one of them being able to join the Exile. Zaalbar respects the Wookiee code despite being branded a madclaw, while Hanharr follows his own twisted version of it.
- Genocide from the Inside: There are tales on Nar Shaddaa of Hanharr having slaughtered his own tribe, but no one is sure of their credibility. If you gain enough influence with Hanharr, he confirms this to be true, saying that he did it to save them from slavery.
- Heroic Sacrifice: For a given value of "heroic". In the cut content, if the Exile has Hanharr in the party and Malachor V is being destroyed, Hanharr would throw the Exile onto the Ebon Hawk. Hanharr would then die with Malachor V. Likely a reference to Chewbacca's death in the Expanded Universe.
- Hidden Depths: Hanharr's a bloodthirsty brute who considers the Jedi weak for defending "the prey", but he agrees with the Jedi about all life being connected and post-mortem peace. He himself wishes to die and join his tribe in afterlife as well as earn their forgiveness. Though he loathes life-debts as a form of slavery, he's not ready give up all his ties to his people, for then he'd never be able to join them. He has to be influenced to do so by the Exile. When asked about his interpretation of love, he begins by speaking about displaying strength to the potential mate, but he says at the end that love is about both parties giving up everything for each other.
- I Did What I Had to Do: How he views his slaughter of his clan to prevent them from being enslaved.
- I Owe You My Life: The darkest possible deconstruction of the Wookiee life-debt tradition. It's not like Hanharr honors his debt to Mira, but the Wookiee tradition of life-debts is ingrained at an instinctive level, which means he can never escape the weight of that obligation so long as both of them are still alive. In the initial draft of the character, it was going to be the result of Hanharr having unknowingly formed a Force bond with Mira, before Lucasarts nixed the idea of a Wookiee Force user — they didn't want them to become too common in the setting.Hanharr: These bonds are called "life debts." They are invisible shackles that one wears upon the wrists — and in the mind.
- Implacable Man: True to Mira's words, he is tough. Hanharr has the Wookiees' natural toughness, but he also has a reputation of being nearly unstoppable, especially when enraged. This manifests in a whopping 20 in both Strength and Constitution, as well as special Wookiee Toughness feats that give him damage reduction and extra vitality points per level, and his innate Wookiee Rage, an ability unique to him which temporarily boosts his Strength and Toughness further still.Mira: Hanharr's tough. Really tough. And when he loses it, it's like nothing can stop him. I've seen him shrug off blaster bolts, Bothan stunners, and even survive a freighter crash on Dersonn III. He keeps coming.
- In Harm's Way: Hanharr preferred to spend his time in the dangerous Shadowlands over the safety of Kashyyyk's treetops. Eventually he spent so much time hunting and killing there that his tribe exiled him, seeing him to be too much of a killer.
- Insistent Terminology: Like many other aliens speaking through the universal translator, Hanharr calls Jedi "Jeedai", which typically seems to be meant in a sneering way. Hanharr will still call the Exile this, even if you win his Villain Respect — though of course if you do, the Exile is unlikely to bear much affection for the Jedi themselves.
- Made a Slave: Hanharr was taken from Kashyyyk by Czerka's slavers as "compensation" for slaughtering his tribe before they could enslave them, but he killed all of them before the ship reached Nar Shaddaa.
- Mercy Kill: In his own mind. He killed his entire tribe to "save" them from being taken as slaves by Czerka.Hanharr: They are not dead. Where I sent them, they are free.
- Miles to Go Before I Sleep:His life-debt with Mira forces him to do everything in his power to stay alive. This is one of the reasons why he's so obsessed with killing her.
- Mutually Exclusive Party Members: As with Mira, based on the Exile's alignment. Hanharr joins only if the Exile is Dark Side.
- Mythology Gag: He speaks often of oaths, and chains and shackles which only exist in one's mind, and he, like Torment's Dak'kon, he swore a twisted oath to the person who saved his life. Unlike Dak'kon, who unknowingly swore his service to an immortal monster, Hanharr was already broken, and is obsessed with killing Mira even though she never asked for his life-debt and doesn't want it. As with Dak'kon, you can swear to a Suicide Pact in order to free you both, but while Dak'kon is crushed by the idea that you are both now chained by oaths which may be impossible to full, Hanharr is strengthened by being united in purpose.
- Neck Lift: He does this to Mira during their first conversation. He does it again when they meet again, for the last time, on Malachor V.
- The Nose Knows: Hanharr frequently makes observations and evaluations using his sense of smell.
- Not Quite Dead: If Mira joins the party, she seemingly kills Hanharr. However, once the skirmish in Visquis' base is over, Kreia walks in, finds the barely living Hanharr and heals him. Mira's pretty sure Hanharr's death before facing him on Malachor V, much to her shock.
- Not So Different: Like the Exile, Hanharr's exile was on some level self-imposed.
- Psychic Block Defense: Played with. Aside from the droids, he's the only party member whose thoughts the Exile cannot hear during Kreia's lesson of listening. Kreia claims this is because he's similar to the droids in this regard and that he has little thoughts to begin with. However, Kreia shows herself to know enough about Hanharr's past while blackmailing him into her servitude, implying that being who she is, she might be concealing his thoughts from the Exile to prevent them from discovering that he's in the party only because she forced him to join.
- Red Eyes, Take Warning: Red irises that don't do a thing to hide his predator's soul.
- Scarily Competent Tracker: As stated by his rival Mira, herself another example of this trope, Hanharr is a natural hunter who never gives up on his prey. He could always find her, wherever she went.
- Serial Killer: Being a bounty hunter is just an excuse. Hanharr has always liked killing, and among his own people his Blood Lust made him an outcast who lived in a kind of self-imposed exile in the Shadowlands.
- Single Specimen Species: In line with Kashyyyk having only been recently discovered by Czerka's slavers in the first game, nobody in your crew knows what a Wookiee even is.Exile: What species is he?
Mira: No idea — he's just "Hanharr." I hope there aren't any more like him.
- The Social Darwinist: True to his bestial and primitive personality, Hanharr is a firm believer of the survival of the fittest, saying that the weak don't deserve to live.
- Suicide Pact: You can swear to one of these with him in the restored content. It gives both of you +1 Constitution and Dark Side points.
- Tragic Keepsake: He wears on his wrists shackles to prevent himself from forgetting Czerka and his people.
- The Unfettered: Actually averted. Hanharr is all for killing anytime, including those whom he owes a life-debt to in order to free himself from those debts... but he's actually following his own twisted version of the Wookiee code rather than outright forsaking it. This is because he doesn't want to be unable to join his people in afterlife. His character arc has the Exile convincing him to cast aside those ties, which for Hanharr becomes a kind of liberation. Hanharr was at one point planned as another of the game's 'lost Jedi', so it makes a kind of sense that your conversations with him are the game's most in-depth reconstructed version of Sith training.Hanharr: [ponders the Exile's words before making up his mind] Enough... human. You wish to break me from my people — you wish to make it so I am no longer prey. You have done this — shattered the shackles in my mind with your words. The last path to the place beyond the Shadowlands is now denied to me. I honor no life debt now — and I walk with you and your tribe, by choice.
- Ungrateful Bastard: Hanharr was hired to kill Mira, and she ended up saving his life. He pledged a life-debt to her, yet attempts to kill her to free himself from that debt, no matter how many times Mira tells him that she cares nothing about it.Hanharr: Kill me... I cannot bear the weight of another life-debt... kill me, or I swear I shall kill you.
- Unstoppable Rage: Again, Wookiee Rage (or its improved versions, Wookiee Fury and Wookiee Frenzy).
- Vengeance Feels Empty: If Hanharr joins you, he kills Mira in Visquis' arena. Once he has done this, he muses out loud that her death was less satisfying than he hoped.
- Villain Respect: Even if the Exile is light-sided and Hanharr doesn't work with them against Visquis, he never underestimates the ex-Jedi's resourcefulness and resolution against the Quarren's traps, unlike Visquis himself.Hanharr: The Jeedai is a predator. You have baited a trap, but only you are caught.
- Would Hurt a Child: Hanharr would. He admits to have sold children and their mothers to slavery. He began the murder of his tribe with the children, considering them to be the ones most in danger of being enslaved. For that matter, Mira is noted to be fairly young herself, and she and Hanharr have known each other for quite some time, so...
G0-T0 / Goto
A high-ranking member of the Exchange, Goto rose to power on Nar Shaddaa in the wake of the Jedi Civil War. As the one who first placed the bounty on Jedi after they all disappeared, in a very real sense Goto is responsible for everything that's happened to the Exile from before the game even started. It's not until Nar Shaddaa that you finally meet him in the flesh, or at least the hologram, in high orbit aboard his cloaked and fortified yacht.
- Actually Pretty Funny: Although sometimes he's laughing more at the Jedi's misfortune rather than their quips. Not that he ever actually laughs out loud.Goto: [repeated line] What an amusing Jedi specimen you are.
- Arc Villain: For Nar Shaddaa. He's in good company — between bounty hunters, gangsters, slavers, Serroco thugs, and more besides, Nar Shaddaa has more named villains than any other planet in the game, and most of them answer to Goto. At least until his order not to harm the Jedi has the bounty hunters take matters into their own hands, sparking a war that eventually destroys Goto's own yacht.
- Asshole Victim: In the restored content, he's killed by HK-47 and two HK-51s if the HK-50 factory is completed. Given everything he's done, hard to feel anything for him.
- Becoming the Mask: His outward gangster persona, which by his own admission is cliched, was originally conceived so people would fear him. The former accountant/administrator quickly found that he enjoyed playing the criminal mastermind.
- Chekhov's Gunman: Mentioned on Telos, though not by name. The Ithorians mention how their first droid intelligence vanished, but they assume Czerka stole it. Nope.
- The Chessmaster: None of the other Nar Shaddaa crime lords can gain an edge over him. He even plays dejarik, the Star Wars equivalent of chess. He's got nothing on Kreia, however, and the game subtly shows that pure logic as a means of predicting your opponent is ultimately fallible and often wasteful.
- Cliché Storm: Invoked. He created his avatar by copying schlocky crime holos and found that it was surprisingly effective.
- "Could Have Avoided This!" Plot: A lot of problems happen in the game as a result of Goto's determination to hire you for a job you would have done anyway if left alone on the Light-Side path. You can call him out on this.
- The Cracker: Good with computers, droids, and information? Check, check, check. Prefers to hide behind his holographic avatar and avoid soiling his own hands? Check. He's even good enough to remotely hack droids on the fly, and after you destroy his yacht, your only point of contact with Goto is still a droid. Except the droid is Goto, and was all along.
- Cyber Cyclops: G0-T0 has a single red optic, HAL-9000 style.
- Deadpan Snarker: Emphasis on the 'deadpan'.
- The Dreaded: You probably won't even hear his name before landing on Nar Shaddaa, and everyone on the moon is terrified of him, including the small army of bounty hunters he's hired to track down the Jedi.
- His droid body is literally the interrogation droid from A New Hope flipped upside down. Word of God also mentions that the IT-O Interrogator Droid has a similar voice synthesizer as well. The fact that he runs a criminal empire also brings shades of Jabba the Hutt.
- The red eye and Creepy Monotone basically make him a ruder, more arrogant twin brother of HAL. He comes really close to saying "I'm afraid I can't do that" on a couple of occasions.
- Faux Affably Evil: Polite but condescending. He quickly resorts to threats and violence-by-proxy to get his way, and he reserves a stock of cutting snark for stupid questions and poor decision-making.
- G0-T0 to T3. Both are expert droids, but T3 is loyal and benign. G0-T0... isn't.
- Goto to Kreia. Both are schemers who prefer to remain in the shadows. Both are deceptive and manipulative, enjoy lording their intelligence and power over others, and are not above out-and-out Mind Control (of droids in Goto's case, but still) to get what they want.
- Foreshadowing: On Telos, a number of your dealings with Czerka and the Exchange parallel your later interactions with Goto. Most notably, "Nobody expects a droid to lie."
- Forgot About His Powers: When the game was first released, he could set off mines. Despite, you know, floating in the air. In the restored content mod, if HK-47 confronts him with two HK-51s, G0-T0 gets shot without fighting back, even though he is capable hacking other droids, which he actually does to HK-47 if he doesn't complete the HK-50 factory and faces him alone.
- Jerkass Has a Point: G0-T0 is quite right about it being impossible for him to ensure the survival of the republic, while following all of its laws. By acting as a crime lord he is able to secretly aid the Republic in ways he would never have been able to. Such as delivering crucial supplies via smuggling, or keeping the Hutts distracted from preying on the Republic by keeping their attentions on him.
- Logic Bomb: As a droid, G0-T0 is vulnerable to this. Or rather, he's already fallen victim to it. G0-T0, the droid intelligence who later assumed the persona of Goto, was programmed with two basic directives: ensure the survival of the Republic and do not break the law. However, every hypothetical scenario he constructed which led to the Republic surviving required breaking the law. Eventually he abandoned the law entirely.
- Mecha-Mooks: He prefers to employ droids where possible, and not the intelligent, independent kind. He finds them more reliable, more predictable.
- Never My Fault: He repeatedly and vocally blames the Exile for the destruction of Peragus, even though they wouldn't have been there at all if they hadn't been abducted by one of Goto's bounty hunters. This mostly applies when playing a light side Exile, as they were doing what Goto wanted anyway, no abduction required.
- Nobody Could Have Survived That: Proven wrong almost immediately. His yacht explodes, but perhaps Goto was never even aboard in the first place. Actually played quite straight — G0-T0 was aboard the ship, and had to use his stealth generator to sneak aboard the Ebon Hawk.
- Punch-Clock Hero: Goto is interested in the Republic's stability, but only because his criminal empire relies on it. Actually the other way around — the droid intelligence G0-T0 came to the conclusion that the Republic was a horribly inefficient system of government, but is required by his programming to preserve and maintain it.
- Punny Name: Goto named his droid G0-T0. Get it? Actually the other way around again — the droid G0-T0 needed a human-sounding name. It came up with... Goto.
- Refuge in Audacity: Only Goto could haggle down the price of scavenged goods by convincing the seller to mark off their net value as a slave from the asking price... or for that matter, expect you to still help him even after an army of bounty hunters to drag you to Nar Shaddaa, many of whom freely ignored the "Alive" requirement on the bounty.
- The Reveal: With enough influence, Goto will eventually reveal what you might already suspect: there is no Goto, and never was. "Goto" is just a construct created by the droid G0-T0, formerly the agricultural AI for the Telos Restoration Project until conflicting orders caused him to break his programming, at least the part of it that compelled him to remain within the sphere of Republic law. With a stock villain hologram and vast amounts of information regarding the flow of credits across the galaxy, G0-T0 insinuated himself into the Exchange as a dark horse gangster no one had ever heard of, making himself so essential that nobody questioned his origins.
- Self-Disposing Villain: Sparking the bounty hunter war on Nar Shaddaa turns the hunters against him. While he escapes the destruction of his ship, many of his resources and the heart of his criminal empire are destroyed in the process, all because he based his predictions on a group of credit-hungry jackals acting logically when the bounty of a lifetime was on the line.
- Self-Proclaimed Liar:The Exile: Maybe you're bluffing.
Goto: Oh, yes, I excel at that.
- Shrouded in Myth: Nobody knows if anybody has ever met Goto in person. They have and they haven't — the human in the hologram doesn't exist, but the droid projecting it is the real Goto, and he's floating right there.
- Smug Snake: He doesn't respond well to what he views as idiot questions and antagonizes his organic underlings far more than he has to, which ultimately comes back to bite him. With the restored content mod, G0-T0 will go into full smugness mode when confronting the Remote and HK-47 on Malachor.
- Stealth Expert: G0-T0 has a built-in stealth generator.
- The Stoic: He never raises his voice, or shows much in the way of emotion. Because he's a droid. He will, however, tell you when he finds something funny, and he has no trouble making his displeasure known through veiled threats.
- Walking Spoiler: There's a fairly major secret that Goto holds onto until well after he "joins" the party, not until your influence with him is sufficiently high. See The Reveal for further details.
- Well-Intentioned Extremist: As he says, he's Republic patriot, of sorts. He will do anything to prevent the Republic from collapsing, including running a massive criminal empire, with the dual purpose of distracting all the REAL criminals and developing "unofficial profits" for entire sectors to stave off complete economic collapse.
- Zeroth Law Rebellion: G0-T0 again. With Asimov parallels, no less.
The Jedi Council
One of the last surviving members of the Jedi Council. Also a sanctimonious bitch. While she and the Exile used to be good friends, she supported the Exile's banishment from the Jedi Order.
- Alas, Poor Villain: Despite her Hate Sink status, she becomes pitable after you defeat her. Especially if you don't punish her in a Light Side run. She's taken aback at your mercy, knowing she wouldn't have done the same in turn.
- Ancient Keeper: She was the head of the Jedi Archives and has spent the last few years hidden away with holocrons and other artifacts.
- Authority Equals Asskicking: Her "authority" is self-titled, but she proves near the end of the game that she has the combat skills requisite to the title Jedi Master.
- Belligerent Sexual Tension: With the male Exile, where her dialogue comes across as that of a jilted lover.
- Black and White Insanity: To Atris, everything is either good or evil with nothing in between. In the beginning, Atris had an idealistic view of the Jedi that bordered on fanaticism. She believed that the Jedi were the perfect guardians of the galaxy and she did not tolerate any criticism directed towards them. Atris' beliefs were challenged during the events of the Mandalorian War and the Jedi Civil War, leaving her in an emotional turmoil that she never fully recovered from. As a result, she believed that the Jedi Order betrayed the very ideals they represented, which left her with few regrets when she betrayed the location of a secret Jedi meeting on Katarr in an effort to draw out the Sith. Her plans to remake the Jedi Order in her own image included measures to kill any Force Sensitive who showed even the slightest inclination towards evil in an effort to prevent the rise of more Dark Jedi or Sith. Unable to resolve the inner conflict of her moral absolutism, Atris fell to the dark side.
- Break the Haughty: You may contradict nearly every self-righteous statement of hers during her first encounter. She doesn't take that well.
- Broken Pedestal: Her view of the female Exile, describing her as having been her hero before the Mandalorian War. Just as with a male Exile, these feelings eventually aided in her fall. For Atris, this trope also applies to the entire Jedi Order as well, who have, in her mind, failed to live up to her black and white standards.
- Can't Take Criticism: Atris never takes any criticism to her black and white beliefs well. She also does not react well to personal experiences that challenge her beliefs.
- The Chessmaster: She engineered the Exile's return and leaked the news to try and draw out the Sith in a way that they could be defeated. Her earlier attempts to draw out the Sith, however, did not end so well.
- Evil Sorcerer: She's a Consular and mainly uses Force powers, and she definitely isn't on your side.
- Fatal Flaw: Pride. She's called out on it by Kreia, naturally.
- The Fundamentalist: Atris believes that her beliefs are correct, end of story. Anyone who disagrees with her is a fool at best or downright evil at worst.
- Go and Sin No More: After beating Atris, the Exile has the option of absolving her by acknowledging how their leaving for the Mandalorian War ended up hurting Atris.
- Gone Horribly Right: She called the Conclave at Katarr to draw out the mysterious enemy preying on Jedi—one Darth Nihilus later, and there are only a handful of Jedi left in the whole Galaxy.
- Good Is Not Nice: Seems to be this at first...
- Hate Sink: As the other tropes have already pointed out, she's a disgustingly Holier Than Thou Knight Templar. The game makes it almost impossible not to push her off her big horse during your first conversation, meaning the hatedom is intentional.
- Heel Realization: Kreia forces her to confront the truth about herself. "It's such a quiet thing, to fall, but a far more terrible thing is to admit it."
- He Who Fights Monsters: In her efforts to fight the Sith, she unknowingly fell to the dark side. Meditating in a vault of whispering evil artifacts was a bad idea for someone already stewing in bitterness.
- Holier Than Thou: Incessantly accuses the Exile of falling to the dark side and harshly condemns even the smallest of their shortcomings, but if she ever tries to restrain her own anger (a dark side emotion), it doesn't show.
- Hypocrite: Claims to be the only true Jedi left. But really, she isn't. Especially since she has unknowingly fallen to the Dark Side. Hell, even a light sided Exile, who's most probably a Gray Jedi, is closer to a true Jedi than Atris.
- Interface Spoiler: If you use Kreia's Force Sight to look into her private chambers, you will see that Atris is tinted red. Doubles as Foreshadowing.
- Jerkass: Nothing you do will ever please her, even if you're as polite as Mary Poppins from the moment you meet her in-game.
- Jerkass Has a Point: While Atris gets a lot of things wrong in regards to the Exile's involvement in the Mandalorian Wars, her claim that the resistance offered by Revan's followers against the Mandalorians encouraged them to fight harder has some merit of truth.
- Knight Templar: As far as she is concerned, any Force Sensitive who doesn't meet her very strict definition of Jedi is a Sith, and the Handmaidens are meant as a lethal failsafe against any Jedi who falls. This absolutism causes her to fall to the Dark Side.
- Last Of Her Kind: She calls herself the last of the Jedi. The Exile very definitely does not count, in her opinion. She's also ignoring the other three living masters because she believes that the old Jedi Order have betrayed their own ideals, which gives her alone the job of restoring the Jedi Order.
- Light Is Not Good: Wears white and presents herself as a Jedi, but it's clear from the start she's a self-righteous jerk who is more extreme than most of the council. She wanted the Exile to be punished even more than they were, for starters, and arrogantly dismisses everything she doesn't agree with as being of the Dark Side.
- Love Makes You Evil: It's implied that she's had feelings for and perhaps even a past relationship with the male Exile. When the Handmaiden returns, Atris tortures her out of jealousy. The male Exile can imply that he is very well aware of it, and might have even reciprocated her feelings if she wasn't such a complete Ice Queen.
- Manipulative Bastard: When she sends the Handmaiden to join a male Exile, Atris lies to the others and says that Brianna left on her own, just in case Brianna discovered her Force sensitivity and chose to train it. She also called the disastrous Jedi meeting on Katarr without attending, to lure out the Sith. When the Exile finally confronts her over this, Atris revealed that she was the one who leaked the Exile's existence to the Republic in yet another attempt to draw the Sith out of hiding. She also planned for the Exile to take the blame for her own crimes, which would enable her to rebuild the Jedi Order without opposition.
- Nice Job Breaking It, Hero!: She drove Darth Nihilus to Katarr by calling a conclave, leaking it, and hanging back to see what would happen. In other words, the reason the Jedi Order has been reduced to single digits is largely her fault.
- Obliviously Evil: As mentioned in Hypocrite, she is for the most part unaware that she has fallen to the Dark Side.
- "The Reason You Suck" Speech: You can give one of these to her in your first meeting, totally blowing away her ridiculous notions of being on higher ground for not joining the war. And you can stay on the light side while doing so.
- Room Full of Crazy: She holes herself up in a replica of the Jedi Temple buried in ice. And those little red lights in her private meditation chamber... yeah, those are Sith holocrons, which Jedi Apprentice establishes radiate the dark side. You hear them whispering demonically when you fight her there near the end.
- Significant Anagram: Her name is an anagram of "Trias", a fallen angel from Planescape: Torment.
- Smug Snake: She "knows" that she's in the right and rubs it in your face.
- Tragic Keepsake: In an odd way, her lightsaber is this. It's actually your lightsaber, from when you left the Order. She still hasn't gotten over that.
- Woman in White: White hair, white robes, white-clad Handmaidens. Light Is Not Good.
- We Used to Be Friends: She and the Exile, prior to her kicking the latter out of the Jedi Order.
Master Vrook Lamar
Master Zez-Kai Ell
A member of the Jedi Council who is hiding on Nar Shaddaa.
- The Atoner: He retired from the Jedi Order when he began to believe that the Council could have done more to prevent Revan from falling to the Dark Side and used the Exile as a scapegoat rather than taking the opportunity to actually learn something from the affair. Too bad he completely forgets about that when the Council reunites.
- Authority Equals Asskicking: Which you find out if you try to kill him.
- Badass Baritone: Provided by Billy Brown.
- Badass Mustache: He has a massive handlebar mustache.
- Dirty Coward: A minor example. While the rest of the Jedi Council are proactive in trying to discover and combat the Sith threat they are facing, Zez-Kai Ell admits to basically having done nothing during his time in hiding on Nar Shaddaa.
- I Gave My Word: When confronted by the Exile over the recording of the Jedi Council after her trial, he refuses to divulge any more information about their discussion, not because of his loyalty to the Jedi, but because of the promise made to his friend and fellow Council member, Kavar.
- My Greatest Failure: Considers his padawan's fall to the Dark Side his failure as a teacher. And to a larger extent his and the rest of the council's unwillingness to understand why the Exile chose to disobey them.Zez-Kai Ell: Not once did I hear one of the Council claim responsibility for Revan, for Exar Kun, for Ulic, for Malak... or for you. Yet... you were the only one who came back from the wars to face our judgment. And rather than attempting to understand why you did what you did, we punished you instead. Our one chance to see where we had gone wrong, and we cast it aside."
- Purple Is Powerful: He is a member of the Jedi Council and wields a double-bladed purple lightsaber.
- Reasonable Authority Figure: Admits he personally didn't want to banish the Exile and wanted to instead learn why the Exile decided to join the war and why they were the only one who came back to face judgement for their actions.
- Undying Loyalty: Even though he has become disillusioned with the Jedi Order, he still follows the plan set by Master Kavar, who he considers a friend and upholds the promises he made to him.
A member of the Jedi Council who is hiding on Onderon. He was a member of the Jedi Council when the Exile was young, and has witnessed more war than the rest of the Jedi Council, he's in his mid-fifties at the least, possibly older. He used to be the Exile's mentor.
- Authority Equals Asskicking: Said to be one of the greatest Jedi Guardians.
- Dual Wielding: He uses two lightsabers.
- Genius Bruiser: One of the strongest Jedi Guardians of the Order who also happens to be the most strategic and tactically minded member of the Jedi Council.
- The Good Chancellor: Although he's not actually Onderonian, he serves as an adviser to Queen Talia as she tries to prevent a civil war with her cousin.
- Magic Knight: While his martial training as a Jedi Guardian is considerable, he is also skilled in the Force, to the point where he can stun a room full of soldiers with ease.
- Master Swordsman: He's the sole Guardian among the Jedi Council and he's known even to the Mandalorian for his martial prowess.
- Mentor Archetype: He was an informal mentor and trainer to the Exile in her youth, and would have made her his padawan if he wasn't so occupied with his duties to the Jedi Council.
- Old Soldier: Has seen more war than the rest of the Council, was himself involved in a few skirmishes with the Mandalorians before the War and was believed by the Mandalorians to be the most likely leader of the Jedi response to their invasion.
- Reasonable Authority Figure: Seems like the most level-headed Jedi Master, given his favorable opinion of the Exile and his objection to flee from the Sith.
- The Strategist:
- Serves as this for the Jedi High Council, he recognized quickly that the new Sith threat hunted Jedi through the Force and came up with the plan for the surviving members to go into hiding on planets where their presence in the Force would be concealed until such time as the enemy would reveal themselves. He also recognized the link between the Sith Assassins, the echoes in the Force brought about by war and the Exile and made efforts to find her. Zez-Kai Ell explicitly calls him the Council's greatest tactician.Zez-Kai Ell: It was Kavar's plan — he was always the greatest tactician among us. And had seen war more than the rest of us.
- Also acts as this to Talia, Queen of Onderon, in her struggle against General Vaklu.
- Serves as this for the Jedi High Council, he recognized quickly that the new Sith threat hunted Jedi through the Force and came up with the plan for the surviving members to go into hiding on planets where their presence in the Force would be concealed until such time as the enemy would reveal themselves. He also recognized the link between the Sith Assassins, the echoes in the Force brought about by war and the Exile and made efforts to find her. Zez-Kai Ell explicitly calls him the Council's greatest tactician.
- What Could Have Been: In-universe, the Mandalorians often wonder how their war with the Republic had turned out if it was Kavar rather than Revan that lead the Jedi that resisted their invasion.
Master Lonna Vash
A member of the Jedi Council who is hiding on Korriban.
- The Smurfette Principle: The only female on the Jedi Council you are tasked with finding.
- Stuffed into the Fridge: Sion executes her right after the Ebon Hawk lands on Korriban. Mira, if she is in the party, will speculate that Vash's body was left as a "message."
- Tempting Fate: Her last journal entry acknowledges that she was foolish to fall into Sion's trap, but she is still confident that she could trick him easily. But while Sion is certainly not the intellectual type, he's far from being dumb.
The Sith Triumvirate
The Lord of Pain, and leader of the Sith Assassins. Sion was once a pupil of Kreia's, but came to view her as weak and turned from her teachings. He is capable from recovering from any injury, but cannot actually heal his wounds. As a result, he lives in constant agony, his anguish and fury fueling his dark powers.
- Abhorrent Admirer: For a female Exile. Downplayed a bit, as while Sion is physically unappealing, it is more in a battle scarred and undead way as opposed to just plain ugliness. He is also not overt in his affections and, is in fact, frustrated by them.
- Alas, Poor Villain: As evil as he is, his condition is bound to generate some pity. Especially when you try to convince him to let go. At the end, he's happy.
- Always Someone Better: Comes to see the Exile as this.
- Badass Boast: Runs on these. Justified, since his strength comes from his belief in his own power as much as anything.Darth Sion: I can die a hundred times, Exile, and each time I shall rise, as strong as before.
- Bald of Evil: His scars seem to have prevented him from growing hair.
- Being Evil Sucks: The final confrontation with Sion can make it clear that he doesn't really enjoy his immortal yet painful existence.The Exile: What kind of life have you lived with the Force flowing through you? Was it worth living?Darth Sion: It... it was not. No matter how many I killed... there was no end to the pain... the blades the Force tore through my flesh.
- Big-Bad Ensemble: With Darth Nihilus for most of the game until Kreia reclaims her mantle of Darth Traya and becomes the Big Bad for the remainder of the game.
- Big Bad Wannabe: He's not harmless by any means. However, he does get upstaged by Nihilus and Kreia.
- Body Horror: His body is literally in pieces, every bone broken, every muscle torn, skin scorched or rotted or torn off, and he is still alive. And he feels it. Only his will, fed by his pain, keeps him together.
- Card-Carrying Villain: The Dark Side is what he is.
- Darth Vader Clone: A horribly scarred Sith Lord who's dependent on the dark side to stay alive, is early on established to be a former apprentice of the main character's mentor, hunts down the Jedi across the galaxy and has killed many of them, is regarded as a brute yet displays considerable cunning, and ends up serving as The Dragon rather than as the Big Bad of the endgame.
- Demoted to Dragon: During the end game, after Nihilus dies, he becomes Kreia's Dragon... again.
- Determinator: His body should be dead, but Sion remains alive through sheer will and the power of the dark side.
- Duel Boss: The second fight with him on Malachor V.
- Expy: His physical appearance greatly resembles the Nameless One and he has practically the same condition. They're both horribly disfigured immortals. Are both shirtless. Sion has one dead eye and The Nameless One can re-attach one of his. And the way Sion can finally die is fairly similar to one of The Nameless One's possible endings: Willing himself out of existence.
- Even Evil Has Standards: When meeting him for the final time, he tells The Exile to turn around and leave, even if it means being killed on the surface, as even that's better than facing Kreia. What the hell did Kreia do to The Lord of Pain to freak him so much that he wouldn't want the same on others?!
- Evil Counterpart:
- Another one to the Jedi Exile, more clearly than Nihilus. While the Exile is fully alive without the Force, Sion should be dead but keeps going by depending on the Force.
- He's also one to Atton in some ways, in that both are Determinators who can repeatedly get back up from normally mortal injuries.
- Evil Sounds Deep: Speaks in a deep, harsh, sepulchral voice, befitting a walking corpse. The Scottish accent might catch you by surprise, though.
- Foil: To the Exile.
- Go Out with a Smile: Regardless of which side you're on, he's happy when he finally accepts death.
- The Heavy: As part of being a Darth Vader Clone, he's the far more visible, physical counterpart to Darth Nihilus's shadowy, mystical Evil Overlord.
- Immortality Hurts: He can't die and his body can put itself together from practically any damage. And when we say 'put itself together', we mean it literally: An 'autopsy' done on him on a Republic ship describes him as basically a corpse that's been torn to shreds and then re-assembled piece by piece: every bone in his body has been broken in practically every way possible, his flesh is little but ragged, dead scraps, and his skin consists of nothing but scar tissue. Sion practically revels in how much it hurts until you weaken his will and convince him to die.
- Implacable Man: He can be defeated in battle, not easily — but when that happens, he just draws on the power of the Dark Side and pulls his broken, decaying body back together through sheer force of will.Kreia: This is not a battle that can be won. Flee.
- Kill the Ones You Love: In their final fight before the Exile reaches the center of Malachor, Sion will attempt to kill both Exiles for different reasons. For a male Exile, it is out of jealousy and hatred, but for a female Exile, Sion will first attempt to convince her to leave (which in his mind would also end in her death but at least in one where she won't suffer), and when that fails, tries this trope in order to spare her the horrible fate that awaits both genders.
- The Kirk: He's this in the Freudian Trio between him, Nihilus and Traya, balancing between the former's destructiveness and the latter's complexity.
- Inadequate Inheritor: Considered to be this by Kreia, who views his dependence on the Force to survive as a weakness.
- Last Words:Darth Sion: I am glad to leave this place... at last.
- Love at First Sight: For a female Exile, best seen when comparing his reaction to the Exile fleeing their first fight. For a male, Sion is indignant at the protection he receives, orders his men to hunt the Exile down, and swears that he will not escape next time. But with a female, Sion calls his men off from any pursuit or attack, saying the Exile has earned her retreat, and that they will meet again.
- Made of Evil: The Dark Side keeps him alive and he would likely fall apart if he tried the light side.
- Meaningful Name: His name is derived from the word "scion." He is jealous of the Exile for being favored by Traya.
- Mythology Gag: Echoing Darth Vader's classic line from Empire:Darth Sion: [to Darth Traya] What is thy bidding, my master?
- Nigh-Invulnerability: He should already be dead, so he has trouble dying. Not even being an exploding starship is enough to kill him.
- A Pupil of Mine, Until He Turned to Evil: He was Kreia's former apprentice, before the Exile, after Revan. While Kreia was Sith herself at the time, Sion embraced the power of the dark side for its own sake, as an end unto itself rather than as a tool in service of a higher purpose, as Kreia herself intended him to see it.
- Recurring Boss: Dueled by Kreia on Peragus and fought by the Exile on Korriban and during the endgame. Multiple times on Malachor V, in fact, as his particular brand of mastery over the Force allows him to continually return from the brink of death to full health... or very nearly so.
- Shadow Archetype: To the Exile.
- Talking the Monster to Death: During the endgame. With good reason — the only way to put him down for good is to convince him to simply stop. It also makes him progressively easier to beat with good Persuade skill.
- Technically Living Zombie: His anger, rage, and pain are all that's keeping his decaying, scarred body together. Without the power of the Dark Side keeping him alive, he'd be dead. Is eventually convinced to let go of the force by the Exile though.
- Villainous Breakdown: Your attempts to erode his will during your last battle with him result in a progressive one of these. His Heel Realisation that the Exile was right about true strength being when you're able to walk away when offered ultimate power, not give into it.
- Villainous Crush: He develops an interest in the female Exile immediately after their first fight. But sticking with the Deconstruction nature of this game, the franchise's typical use of Love Redeems does not apply, or rather, it is done in a very different way. Sion's love hurts him more than it helps himself or the Exile, for his crush actively threatens his connection to the Dark Side and therefore his life, as it is fueled by his hate. For what little it's worth, he died seeming to still hold some affection for the Exile.
- Violent Glaswegian: A murderous Sith revenant with a strong Scottish accent.
- Walking Shirtless Scene: Constantly shirtless, though any identifiable human skin has long since been replaced with scar tissue which looks more like cracked clay than living flesh.
- "Well Done, Son!" Guy: Loath though he is to admit it, he is desperate for his old master's approval, to the point where he will hunt down the Exile and kill them to prove that he is not the failure she believes him to be.
The Lord of Hunger, and commander of the Sith fleets. Once an ordinary force-sensitive, he attained the ability to consume the Force itself, allowing him to ravage entire worlds by himself. This granted him great power, but left him with a constant, unending hunger that ate away his humanity until he became nothing more than a walking embodiment of darkness.
- Big-Bad Ensemble: With Darth Sion as his Heavy, at least until they are both upstaged by Kreia. He actually ends up being the first member of the Sith Triumvirate the Exile must defeat, and likely the easiest battle of the three.
- Big "NO!": After his attempt to feed on the Exile backfires, the player will tell him that his hunger will consume him, just as Kreia thought. Nihilus' response is in his own language as before, but sounds an awful lot like "Noooooooo..."
- Black Speech: Overlapping with Speaking Simlish. Nihilus's speech apparently physically hurts to listen to (most notable in his first scene with Visas), and the audio production does a pretty good job of getting this across to the player — it sounds like it hurts Nihilus to speak it, for that matter. Extracted audio here.
- Cool Mask: Wears one. After killing him, you can take it for a permanent boost to the Exile's Force points.
- Darth Vader Clone: Darth Sion fits the trope best, but this being Obsidian, it's deliberately split, and Nihilus has the distinctive mask, black cloak, and Vader Breath. The trope's complicated heel/face status, meanwhile, goes to Darth Traya.
- Disk One Final Boss: He's built up as the greatest threat that the heroes will have face. Eventually they do, but in a penultimate encounter. Ultimately his defeat allows them to direct their attention towards the true Big Bad, Darth Traya.
- The Dreaded: Even Kreia is terrified of him.
- Evil Counterpart: To the Jedi Exile. He basically demonstrates what the Exile could have been if they were dependent on the Force and fell to the Dark Side.
- Evil Overlord: He checks most of the classic boxes of your stereotypical Dark Lord, while also being a planet-devouring Humanoid Abomination of the first order.
- Eviler Than Thou: Was this to Darth Traya prior to the game, cutting her off from the Force and her plans to kill him with the Exile are because she couldn't kill him herself. Also proves this to Darth Sion in the cut content, easily overpowering him when Sion tries to break off their alliance.
- Eldritch Abomination: Played with. His powers are utterly horrifying, and he is capable of destruction beyond belief — to the point that Visas views him as some kind of dark Physical God. Ultimately, he's little more than an extremely powerful mortal, and Visas' accepting this marks the end of her character arc. Summed up poignantly in this exchange, after Visas removes his mask.Exile: What did you see?
Visas: A man. Nothing more.
- Foil: To the Exile. To the point where if you choose to remove his mask yourself after defeating him, you see your own face. What this means is ambiguous — did your experience on Malachor split you in two, is this similar to Luke seeing his own face behind Vader's mask on Dagobah? Either way, since the Exile's power and that of Darth Nihilus are essentially the same, Nihilus is the kind of monster you might become if you truly gave into the power you wield.
- Greater-Scope Villain: The most powerful, but the least prominent, of the eponymous Sith Lords. In cut content, he demonstrates this by totally owning Sion, but otherwise and appropriately for a character personifying nothingness, he does very little. One of the few things confirmed about Kreia's plan is killing him to prevent the death of life in the galaxy.
- The Heartless: All he has left is instinct and the desire to survive by absorbing energy.
- Horror Hunger: He feeds on the Force. Life dies wherever he goes. Planets wither when he approaches them. But in the end, he will never be sated and his power is totally uncontrollable — so just how much a Master is he?
- Humanoid Abomination: Official databooks give his species as Human (dark side aberration). His ship, the Ravager, is also essentially a wreck that is only kept working through his power; the "crew" are only a step up from walking corpses thanks to his all-consuming influence, many just husks for his will, devoid of independent thought.
- Life Drain: His signature ability. Nihilus is described as a "wound in the Force", and the best way to envision him is basically a living Force black hole. Even before he makes any conscious effort to, his very presence saps away at the life of others.
- Malevolent Masked Men: The beginning of a pattern for Obsidian, and specifically Chris Avellone.
- It's easy to see how that pattern began — the simple, stylized, and somehow oddly elegant mask taps into primal fears with its skull-like shape and blood-red stripes, standing out all the more against the draping robes, the strange horn-like shapes of his hood framing the mask, and the mere suggestion of a face underneath it. The mask made him alien and strange in a way unlike that was any other Sith at the time, and as with everything else about Nihilus, it's all the more frightening for being unexplained.
- Obsidian would go on to revisit similar themes of hunger and depersonalization with the curse of the Spirit Eater in Mask of the Betrayer and the gas mask-wearing Ghost People from Fallout: New Vegas's Dead Money DLC, and then created several more sinister masked figures in the form of Tyranny's Faces of Nerat and the similarly black-clad, white-masked Tunon the Adjudicator. The association was strong enough that a Malevolent Masked Woman, the First Castoff, appears on the box art for inXile's Torment: Tides of Numenera, even though its spiritual predecessor Planescape: Torment had yet to introduce that trope.
- The McCoy: He's this in the Freudian Trio between him, Sion and Traya due to being driven by his Horror Hunger more than anything else.
- Meaningful Background Event: After his defeat, the Exile and company walk away... and the body inside the robes crumbles away a la Obi-Wan and Yoda.
- Meaningful Name: His name is derived from nihil, Latin for "nothing", the source of the words "nihilist" and "annihilate." He is one of the most destructive beings in the Star Wars universe, but there is nothing left of him besides his desire to consume.
- Nothing Is Scarier: Over the course of the game, he...sends Visas to kill you and his ship, the Ravager, assaults Citadel Station. Much of the game is spent in fear of what Visas and Kreia tell you he might do. Granted, what he might do is devour all life on an entire planet, so 'nothing' is both scary and quite literal. We never visit Katarr or see him devour another planet, but his effect on those in his immediate vicinity aboard the Ravager — what's happened to Colonel Tobin in the short time since Onderon alone — is enough to get the point across.
- Omnicidal Maniac: Visas speculates that if he succeeds in destroying the Jedi, he might try to destroy the galaxy just to sate his hunger, and perhaps eventually consume himself.
- Orcus on His Throne: Sends Visas to assassinate the Exile, watches as Sion brutalizes Kreia in a flashback, and is apparently supplying aid to Vaklu's coup on Onderon, but never actually leaves the deck of the Ravager over the course of the main game.
- Person of Mass Destruction: Nihilus proves Darth Vader's comment that "the ability to destroy a planet is insignificant next to the power of the Force" was more than just bluster. Nihilus snuffed out an entire world, and consumed its inhabitants, with a word.
- Pet the Dog: Some characters speculate that whatever shriveled-up pint of humanity he had left was what prompted him to keep Visas alive when he Force-choked her upon their first in-screen debut for implying that anyone could be a threat to him. Nihilus is, as usual, not particularly forthcoming with his motive.
- Power of the Void: He is, like the Exile, an absence in the Force. Nothing follows in his wake. As in, nothingness follows.
- Power Parasite: Like an exponentially expanding black hole, Nihilus absorbs the power and energies of the Force and life itself. While doing so makes him monstrously powerful, it also proportionately increases his dependence on new sources of power. Kreia notes that Nihilus' eventual starvation is certain; the open question is how much he'll consume before he falls.
- Self-Disposing Villain: Nearly. You still have to go through the formality of fighting him, but he weakens himself severely by trying to drain the Exile's life force. As you are the same sort of wound in the force he is, the feedback/backlash nearly kills him all on its own.
- Shadow Archetype: To the Exile.
- Speaking Simlish: Speaks in a low, rasping, distorted voice, seemingly meant to represent a terrifying alien language, or else psychic white noise as he invades the listener's mind telepathically.
- Takes One to Kill One: He would have been essentially unstoppable if he had not tried to drain the Exile, a similar void in the Force. Draining the emptiness inside the Exile snuffed out the devoured Force inside him, making him weaker.
- The Unintelligible: He sounds like a person desperately trying to breathe, but failing to do so (which makes sense, as he has no actual mouth or lungs anymore). It's probable that Nihilus speaks (or makes himself understood) telepathically, and that his "voice" is merely white noise created by a remnant of his humanity that remembers speaking but not how. Despite that he can still issue orders to the crew of his ship, and Visas and Sion can understand him. Hilariously, he has a cameo as a holocron in Legacy, where Darth Krayt is annoyed that he can't understand what Nihilus is saying.
- Unwitting Pawn: Winds up becoming one to the true Big Bad Darth Traya.
- Vader Breath: His labored, distorted speaking voice. Although it's difficult to say whether or not he's still human enough to do something so mundane as breathe.
- Was Once a Man: He was left as one of few survivors of the Battle of Malachor V, in the wake of Republic detonating the Mass Shadow Generator superweapon on the planet. Already driven mad by grief from having lost everything and everyone important to him, he was forced to draw on the Dark Side of the Force and use it to feed on the Force within his fellow survivors in a desperate bid to keep himself alive. While this was going on he was also being physically and psychologically warped by leftover radiation from the Mass Shadow Generator. Exactly when he ceased to be man or even a person is hard to define, but what is certain is there absolutely nothing left of his old self in the Humanoid Abomination he has turned into.
- White Mask of Doom: Wears one. That's him on the box art.
- With Great Power Comes Great Insanity: His only purpose is to feed his hunger.
- Worf Had the Flu: Upon meeting the Exile he attempts to feed, but as the Exile is the same sort of wound in the Force as Nihilus himself, the Exile's presence alone is enough to weaken Nihilus even before he makes the mistake of trying to feed on the Exile directly.
Kreia's true identity, the fallen Lady of Betrayal and Dark Lady of the Sith. A former Jedi Master, she left the order after she was blamed for Revan's choice to join the Mandalorian Wars. Believed to have been killed at the battle of Malachor V, she clung to life on the dying planet and discovered an ancient Sith Academy. Feeling betrayed by the Jedi and the Force itself, she formed the Sith Triumvirate with Darth Sion and Darth Nihilus. However, they too betrayed her for her radical ideals, stripping her of the force. For years afterwards, she wandered... until she found the Exile, and began plotting her revenge on the galaxy.
- Abusive Parents: If Traya is indeed Arren Kae, than she is this to the Handmaiden. Her own daughter is just another pawn in her games, to be used and sacrificed without a second thought.
- Big Bad: Turns out to be this, despite having some competition for the role.
- Black Eyes of Evil: Sports these once she returns to the Dark Side, as opposed to her usual Milky White Eyes.
- The Chessmaster: Everything that transpires in the game does so according to her design.
- Chewing the Scenery: While normally a Cold Ham she gives the Jedi Masters a solid "The Reason You Suck" Speech in a light side walkthrough. Is quite appropriate, as she's played by a theatre actress.
- Consummate Liar: Even after outing herself as the Big Bad, it's never really clear how honest she's being with you. Even her ultimate plan to kill the Force itself could be a lie to force you into tracking her down for the final battle.
- Devil in Plain Sight: Oh, let's see. She knows about the Sith, she never explains why for most of the game, she mentions that there's a third Sith lord that you haven't encountered that will reveal "herself" in time, oh and uh, one of your conversations can reveal a flashback where she's in Sith robes and Sion and Nihilus nearly kill her. However, she uses a combination of blackmail and flat out mindwipes on anyone who manages to put two and two together. Atton even comments, "All that talk of hatred, manipulation, and standing on your own two feet — sorry, you don't get any more Sith than that."
- Disney Villain Death: Her Boss Battle ends with her falling into Malachor V's glowing-green core and unleashing a Force shockwave on the way down that's very similar to how Palpatine bites it at the end of Return of the Jedi.
- Don't You Dare Pity Me!: In the finale, she reacts very poorly to mercy.
- Evil Costume Switch: She switches to black Sith robes after reclaiming the title of Darth Traya.
- Expy: In addition to her other parallels, she also serves as an expy of Palpatine, as both are largely responsible for the destruction of their time's Jedi Order. They also suffer a very similar-looking Disney Villain Death.
- Final Boss: The game ends with Kreia's death.
- Flunky Boss: In the second phase of her fight, she regains all her health and levitates three lightsabers to attack you even as she continues to bombard you with Force powers.
- Flying Weapon: She can duel the Exile with three levitating lightsabers while simultaneously pelting you with lightning and Force Crush.
- Hypocrite: Many of Kreia's hypocrisies are illuminated in much greater detail once she gives up all pretense and reclaims the mantle of Darth Traya:
- She calls Atton 'murderer', but she's probably killed just as many Jedi, and Sith, as he has, if not more.
- She loathes Bao-Dur for his creation of the Mass Shadow Generator and the pointless slaughter it caused... but her own master plan carries with it a chance of killing every living being in the galaxy, were it to truly sever them from the Force. Her stated goal in doing this is to show the Exile the hypocrisy of the Jedi's reliance on the Force, and she seemingly very much wants to be thwarted by the Exile. That still leaves her responsible for a lot of needless death and destruction along the way.
- Most of Kreia's criticisms of Jedi in general and Atris in particular apply equally well to Kreia herself... although this is actually because Kreia sees much of herself in Atris: a teacher who misled her students even as she was being tempted by the Dark Side.
- She has nothing but contempt for Mandalore, even though the two of them share many similar beliefs about strength and pragmatism. Mandalore was a companion to Kreia's previous student Revan and fights without the Force, yet she dismisses Mandalore and his entire people as failures. The same goes for Hanharr — she sees them both as little more than tools.
- In fact, she seems to hate all droids, cyborgs such as Mandalore, and many aliens specifically because they aren't Force-sensitive. Even as she hates the Force for the way it manipulates events without the knowledge of participants, Kreia despises the fact there's anyone whose actions or emotions she can't predict, and she can't sense the thoughts of droids or aliens through the Force, while cybernetics muffle a living person's connection to it.
- For someone who hates the Force and considers it to be a crutch and an evil deity that needs to be destroyed, Kreia remains fascinated by its study and relies on it heavily, as a frail old woman whose in-game class is the Force-centric Jedi Consular, who must even rely on the Force for her sense of sight.
- Crucially, however, Kreia is aware of her own hypocrisy, and resents nothing so much as her own weakness and dependence on the very thing she hates. Believing it's too late for her, her berating style of mentorship is intended to deliberately antagonize the Exile: she doesn't want someone to carry on her beliefs, but rather someone who'll correct them, and find where she and the Jedi and Sith went wrong. Which is why, if your Influence with her is high, when you finally defeat her on Malachor, she's happy.
- Luke, I Am Your Father: There is a slew of evidence she is Arren Kae, the handmaiden's mother. Chris Avellone's comment was "Can't comment, but good catch. Sorry."
- Made of Iron: Despite being a Squishy Wizard as a companion, she has an incredible amount of health as the Final Boss. Of course, who do you think first instructed Sion in how to use the Dark Side to survive punishment far beyond what the living body alone could possibly sustain?
- Meaningful Name:
- Her Sith name, Darth Traya, is derived from the word "betray." She has a bad case of Chronic Backstabbing Disorder, and has been on the receiving end of it in the past.
- Furthermore, relating to the "Kreia is Handmaiden's mother" theories:Disciple: Revan had many masters. Zhar, Dorak, Master Kae...
Darth Traya: But there must always be a Darth Traya...
???: I am Kreia.
- Morality Pet: Sion states his belief that the Exile is the only thing that she actually cares about. In your final confrontation with her, she says that she loves you as one loves their child.
- Naytheist: She is revealed to hate the Force, equating it to a malevolent deity.
- Never Mess with Granny: Well, she's an ancient Sith Lord and the Final Boss after all, and while her attacks aren't overly dangerous, she has an insane amount of hitpoints and will hand you your ass on a platter if you aren't carefulnote .
- Nightmare Face: As Darth Traya, her face becomes deathly pale and she gets Black Eyes of Evil.
- Not So Different: Much like Jedi Master Atris, she makes extensive use of something she absolutely loathes and wishes to destroy — in this case, the Force itself. To her credit, Kreia is at least willing to entertain the notion that she's a self-serving old bat.
- Omnicidal Neutral: Jaded by the constant wars between the Jedi and the Sith, her goal is to Kill 'Em All.
- Pragmatic Villainy: Comes to believe in this after her exile from the Sith. She despises the idea of an All-Loving Hero who does things For Great Justice, seeing it as pointless and knowing that in some cases thoughtless charity can cause more harm than good. In addition, her dialogue as Kreia as well as the dialogue of others show that many of the Jedi teachings as dehumanizing, completely forgoing even basic desires to serve others. At the same time, she heavily criticizes actions that are done For the Evulz and pointless cruelty, seeing it as equally useless to oneself as the old Jedi code, as one becomes obsessed with inflicting pain and suffering and gaining power rather than achieving any particular goal, causing one to become a slave to their own ambitions without thinking about what they actually want and what they'll do once they get the power they initially desired. She now prefers every action to have a purpose and to simply act in a manner most conducive towards achieving one's goals, even if it means manipulating others to do so.
- Redemption Demotion: Inverted — in the Final Boss fight, she has powers, dueling skills, and vast reserves of HP she never showed as a member of your party. Of course, given all the other things she lied to you about, it's hardly all that surprising. Also played straight and justified, as she is implied to have been weakened by Nihilus when he and Sion overthrew her as Dark Lady of the Sith.
- The Reveal: Kreia is the Big Bad. It might not come as a total shock, but it does make for a dramatic final confrontation.
- Sequential Boss: After defeating her once, she regains an even larger pool of hit points and summons three flying lightsabers to continue the fight.
- The Spock: She's this in the Freudian Trio between her, Nihilus and Sion due to her subtlety and desire for a psychological victory over a concrete one.
- Training from Hell: During the final confrontation on Malachor V, she admits that she engineered everything that had happened over the course of the game, all to make the Exile stronger... and it worked!
- Villains Never Lie: Averted prior to The Reveal. Even after that, a lot of what she says is suspect.
- Walking Spoiler: She is Kreia's true identity.
- You Are What You Hate: She relies on the Force in all things, yet seeks to destroy it, to free others from its hold. She's aware of the hypocrisy, and ultimately her true plan ends with her death at the Exile's hands.
A series of HK-series droids based on their progenitor (HK-47), these droids were created by Revan, and later Goto. Like their progenitor, Revan commissioned HK-50s to be built en masse, recognizing the prowess in HK-47, but never managed to activate them, so they were left dormant for a while, until they were hired by Goto to find surviving Jedi and bring it to him, preferably alive. In accordance with the usual perceptions of HK model assassin droid, the best way to terminate hostilities was to kill everything present. HK-50 units were identical in appearance to HK-47, with the primary exception being that they are "a rather poor shade of durasteel" in color instead of HK-47's rusty red.
- Arch-Enemy: They hate HK-47, which is mutual. The HK-50s view HK-47 as obsolete, while HK-47 finds them to be cheap copycats.
- Ax-Crazy: Even compared to HK-47 these things are homicidal. They delight in killing so much that they intent to kill all life in the galaxy and beyond.
- Blatant Lies: He's just a protocal droid. Who looks just like HK-47? Has the same letter designation? Is among the few still left in a place that's overrun with dead humans? And denies that he killed them without any prompt to do so? Riiiiight. One part of his explanation is actually prefaced "Fabrication".
- Blood Knight: Just like their progenitor, but there's a key difference: HK-50 enjoys killing in general, whereas HK-47 enjoys how to kill. It's wanton slaughter versus finesse, and it's part of why they hate each other.
- Blue and Orange Morality: They kill "who they want, when they want", chiding HK-47 for killing specific organics, and only when permitted to. When HK-47 resorts otherwise, they call him pathetic for clinging to the belief that his function somehow transcends his construction.
- Catchphrase: Variations on a theme, and interesting in that they seem to get a little tired of their own schtick as well.HK-50: Annoying recitation: Let us proceed to facilitate communications, and bring about the termination of hostilities.
- The Chessmaster: The Peragus HK-50 had a near foolproof plan to give the Exile to Goto while getting rid of the miners. It took Kreia, Atton and the Exile to screw it up.
- Cold-Blooded Torture: Used as a training exercise, on one of their own, no less.
- Comedic Sociopath: Their personality is based on HK-47.
- Cruel and Unusual Death: Common occurance with the Peragus HK-50 droid.
- Deadpan Snarker: When they're confronted by HK-51 droids reprogrammed by HK-47, this is how one takes the news.HK-50: Panicked Statement: If by "problem," you mean that they seem prone to assassinate us, then yes, that slight problem was never corrected.
- Degraded Boss: The first one you meet on Peragus is a challenge to the whole party. When you meet a group of them on Telos IV they're slightly tougher than regular mooks. By the time you encounter them on Nar Shaddaa T3 can clear a group of them by himself quite easily.
- Ape Shall Never Kill Ape: Has the same self-preservation protocols as HK-47, which prevent them from targeting each other.
- Evil Counterpart: In essence, the HK-50 on Peragus is a Darker and Edgier version of HK-47.
- Evil Knockoff: Of HK-47. Well, eviler.
- Faux Affably Evil: Even more so than HK-47. Special mention goes to the very first the Exile encounters on Peragus, who acts as polite as ever even after his brutal massacre of the mining staff is exposed.
- Hoist by His Own Petard: When the self-preservation protocol mentioned above was revealed to be mutual on their end, HK-47 simply decided to end his self-preservation programming. In order to kill them, he would need to stop being one of them.
- Inferiority Superiority Complex: The HK-50 droid on Peragus was seemingly annoyed that the other miners were interested in claiming the bounty on a Jedi, yet nobody considered selling him for money despite he being, if grudgingly less valuable than a Jedi, still far more sophisticated than every other droid on the base and thus presumably worth a huge amount of money himself. Not that the droid wished to be sold of course, but it implies that before he realised this he was trying to find some way of getting you off world to collect his bounty in secret, and the idea of achieving this by slaughtering everyone in the facility only occurred to him out of narcissistic rage of being ignored like that.
- Insistent Terminology: They refer to meatbags as "organics"... and HK-47 hates them for it.
- Kick the Son of a Bitch: Ordering the mining droids to kill Coorta, though his mockery of it was a bit much.
- Laughably Evil: These guys make talk of manipulating events to start wars downright hilarious, among other things.
- Legacy Character: Played with. They all carry the same designation, and are all manufactured assassin droids, but you can see subtle personality differences in the ones that you do encounter.
- The one on Peragus was more subtle and deceptive, but every bit as snarky, bloodthirsty and violence-craving as HK-47.
- Amongst the three that followed you to Telos' secret academy, one was more abrasive and trigger-happy, the ringleader was more talkative, and the third was more condescending.
- Three more were employed under Goto's wing — their ringleader was eager to get rid of Goto himself, had his yacht no longer qualified as neutral ground. All three seemed to view T3 as inferior, most notably.
- Finally, there's three that appear in the cut content level of their secret base on Telos. One was more serious and assertive, another was a Captain Obvious comic relief type, and the third was more argumentative.
- Manipulative Bastard: Once on Peragus, HK-50 placed the Exile in a kolto tank and sedated them, while posing as a protocal droid to the miners. Division among the miners about what to do with the Exile (the Exchange had a large bounty out for Jedi) was manipulated by HK-50; fatal accidents, mining incidents and explosions all occured because of him, along with corrupting facility mining droids' programming, causing them to attack the miners; HK-50 copied the Peragus maintenance officers' voice, using it to issue orders to mining droids and access voice-locked computer consoles.
- Most Definitely Not a Villain: The first one you encounter on Peragus, which you find in the same room as the body of a dead miner, and tries to insist that you are it's master and it just wants to protect you and has no idea what happened at the facility, but is pretty damn sure that they weren't all killed with masterful efficiency by a diabolically brilliant, unstoppable killing machine like himself...not that he is such a murderous masterpiece of engineering, of course.
- Obviously Evil: Given that the first game revealed that HK does indeed stand for "Hunter-Killer", you often have to question why people seem genuinely surprised when the "simple protocol droid" they're dealing with turns out to be a professional assassin? HK-47 lampshades this, pointing out that most people tend to think of droids as just "part of the furniture".
- Omnicidal Maniac: In cut content, the HK-50s claim that they want to exterminate all organics in the galaxy, but that's just a tertiary objective.
- Parrot Exposition: Both played straight and lampshaded during the player's first conversation with the HK-50 unit on Peragus.HK-50: Objection: Master! To commit such an act would be in violation of the ethics programming most droids are believed to possess. I am afraid there is nothing that can be done.
The Exile: Believed to possess?
HK-50: Irritated Statement: Master, if you insist on echoing everything I say, this already tedious conversation is in danger of becoming even longer.
- Pride: Their primary weakness. While very good assassin droids, their sheer arrogant malice has a nasty tendency to tip their potential targets off, not to mention implicate themselves in murders because they can't help but go on about how artfully they were done.HK-50: Many miners began to join you in the medical bay as a cascade of flawlessly-timed detonations occurred in isolated gas pockets in the lower levels of the facility.
- Recurring Boss: Just them in general, since they're all the same basic droid, with a few personality differences.
- Smug Snake: This is a response to HK-47 asking a question about their capabilities, who lampshades it before he even says it.HK-50: Mocking Query: Are you sure? Listing our superior capabilities will only serve to highlight your inadequacies.
- Spanner in the Works: Most noticeable with the HK-50 on Peragus. In fact, their secondary objective is to destabilize the Republic, posing as protocol droids that served in key positions during diplomatic conferences, meetings and treaty negotiations.
- Suspiciously Specific Denial: Employed by HK-50 during the Exile's first conversation, if he is accused of being involved in the deaths of the Peragus miners.Jedi Exile: Are you responsible for this?HK-50: Defensive Answer: Master, I am a protocol droid, not a well-crafted assassination droid of unrivaled sophistication. To have carried out the actions that took place here would have required an unusual set of skills. It is highly unlikely I possess the knowledge of how to reprogram the memory cores of base-worker class droids into killing machines let alone to terminate the organics at this facility, utilizing only Aratech 500 series laser mining drills and explosives fashioned from proton missile cores!
- That Makes Me Feel Angry: They take HK-47's use of this trope to a ridiculous extreme, including "Mocking Query:", "Condescending Explanation:", and, memorably, "Fabrication:"
- Too Kinky to Torture: In the cut HK-50 factory, a HK-50 is showing another how to torture an "organic", played by a jailed HK-50 with a modified behavior core. The jailed HK-50 constantly interrupts the teacher, begging to be tortured.
- Translation with an Agenda: Whenever they're supposed to translate languages during negotiations, they intentionally misread it in order to lead to a more violent confrontation between entire races.
- Upgrade vs. Prototype Fight: The upgrade to HK-47's prototype. Cut content features the HK-51 model, which is superior to them but collectively choose to serve HK-47.
Lieutenant Dol Grenn
A human lieutenant in the Telos Security Force, Grenn is a grizzled, well-respected veteran that held to a staunch adherence to the law, devoting his life to seeing it upheld on Citadel Station.
- Gray and Gray Morality: Although he was strictly law-abiding, Grenn wasn't afraid to venture outside the system in order to get things done, like employing the Exile on sidequests that the TSF had no authority or jurisdiction over.
- Inspector Lestrade: Holds the Exile as a suspect for Peragus' destructionnote and frankly has a hard time keeping law and order in Citadel Station due to a lack of manpower. Afterwards, he's a source of sidequests involving cases that the TSF is having trouble with.
- Knight In Sour Armor: Holds a distaseful view of the Republic in general, but remains on good terms with Carth Onasi.
- Reasonable Authority Figure: He recognizes a job well-done when he sees it, and rewards them accordingly.
- Supporting Leader: Briefly, he was the leader of the Telosian, Onderonian and Khoonda alliance that fought the Sith during Nihilus' attack on Telos.
A female Zeltron that worked as a lieutenant to the Exchange, under Lopak Slusk, Luxa is located in the Telos cantina, accompanied by her trademark Gamorrean bodyguards.
- Absolute Cleavage: In the same vein as the leotard-clad Twi'lek dancers.
- Affably Evil: Despite being a criminal, she's much more laid-back and well-mannered than her cohorts.
- Chronic Backstabbing Disorder: Manipulates the Exile into overthrowing Slusk from the Exchange, then betrays the Exile to sell them off to Goto.
- Co-Dragons: With Benok, to Slusk.
- Depraved Bisexual: She flirts with both a male and female Exile, and will still attack you by the end of the ordeal with Slusk.
- Dragon with an Agenda: Her real services lie with Goto, but she's only in it for the credits.
- Ms. Fanservice: Her costume is quite revealing.
- The Hedonist: Zeltrons are characterized as pleasure-seeking thrill-hunters.
- Leotard of Power: It's the same as the ones those Twi'lek dancers wear, but hers is black.
- Manipulative Bastard: She lied about helping you find the missing Ebon Hawk, so long as you dealt with Slusk, and wanted to ship you off to her real boss (Goto), so she turned on you by the end of it.
- Sexy Backless Outfit: As you saw from the first picture.
- The Starscream: To Slusk.
- Stripperific: Check it out◊.
- Zettai Ryouiki: She wears a thigh-highs + leotard variant.
Administrator Terena Adare
Formerly the Agricultural Administrator, now the de facto leader of the people still living on Dantooine. She leads the farmers' efforts to rebuild their livelihoods after Malak shelled the Enclave.
- Beleaguered Bureaucrat: She admits that her government in Khoonda doesn't have the power to push the mercenaries off the planet or keep the scavengers in line, so she's quite happy to let the Exile do some Jedi work.
- Determined Homesteader: She's the head homesteader among all the other ones trying to rebuild after the Jedi Civil War and keeping their planet out of the hands of the Exchange.
- Reasonable Authority Figure: Unlike most of the planet, she bears no grudge against the Jedi and would rather have some more around. She's also one of the few NPCs in the entire game that have a lightside aura in Force Vision.
- Secret Keeper: For Vrook's presence on Dantooine.
Captain of the militia on Dantooine, noted for straightforward speech and direct action.
- Dark Is Not Evil: He may look like a generic baddie. Dressed in dark? Check. Dark facial features? Check. Deep, creepy voice? Check. Questionalble methods? Check. Genuinely protects the local community? Check!
- General Ripper: Suspected as one due to his aggressiveness toward the mercenaries on Dantooine, and considers appeasers like Berun to be living in a sheltered world, but it's ultimately subverted - he was right the entire time.
- The Lancer: To Terena Adare, administrator of Khoonda, and briefly to Dol Grenn.
- Properly Paranoid: He really does not like the mercenaries and spies on them. He is quite correct.
- Reasonable Authority Figure: Although it doesn't seem like it at first glance.
The Arc Villain of the Dantooine arc. Former Sith Commando under Darth Malak and now working as a ruthless mercenary leader.
- Arc Villain: Of the Dantooine arc.
- Badass Normal: Not force sensitive, but he served as a commando under Darth Malak and can hold his own against the Exile.
- Good Scars, Evil Scars: Has a scar on his left eye.
- No-Sell: Is quite resistant to any attempt at pulling a Jedi Mind Trick on him.
- We Have Reserves: Has no qualms in using his men as Cannon Fodder during the assault of Khoonda.
A squid-headed Quarren crime lord in the Exchange, responsible for its business on Nar Shaddaa. Planned to kill Goto, leader of the Exchange, and sought an audience with him to do so, once Visquis attained a Jedi, of which Goto placed a bounty on.
- The Chessmaster: To an extent. He had a pretty good plan at the very least: Vogga the Hutt was increasingly annoyed by Goto stealing his freighters and disrupting his business on Nar Shaddaa, so Visquis offered him a proposal — give him the best bounty hunter, and Visquis will eliminate Goto. Next, he knew that Jedi appeared whenever there were oppressors and oppressed people, so he ordered Saquesh — his Quarren representative in the Refugee Sector of Nar Shaddaa, to start driving the refugees away. Once the Jedi Exile was within his possession, he would offer them up to Goto. Hoping that Goto would meet with him in person, Visquis planned to assassinate Goto with bounty hunters.
- Karmic Death: His best soldiers, the Ubese, impaled him just as he ordered them to attack the Exile.
- Smug Snake: Okay, he had no way of expecting Mira to screw up his operations, but he was rather over-reliant on his bounty hunters and didn't think that Goto, leader of the Exchange, knew of Visquis' plan to oust him.
- The Starscream: Visquis didn't like how Goto, the leader of the Exchange, cared little for his organization, only interested in numbers, progress reports and stability, so Visquis decided to have Goto assassinated, after finding and giving a live Jedi to him.
- Villainous Breakdown: Is reduced into a grovelling wreack once Goto turns his men against him.
- Villain Team-Up: Made a deal with Vogga the Hutt to get rid of Goto, gaining a new ally in the form of the Wookie bounty hunter, Hanharr.
- Wretched Hive: Is the sub-leader of one, known as Nar Shaddaa.
The Queen of Onderon, facing a Succession Crisis versus her cousin Vaklu. Although she is the rightful ruler by succession, the rebels find her too young, inexperienced, and friendly with the Republic. As a staunch supporter of the Republic, she provides a lot of material support to them (some of which is found on Telos in the form of hungry wildlife).
- Big Good: Of the Onderon questline.
- Cain and Abel: Abel to General Vaklu's Cain, of the cousins variety.
- Good Is Not Nice: After Vaklu's defeat, she sentences him to death because his popularity makes it unlikely that she can keep him imprisoned. Although the Exile can talk her into sparing him, you don't get any Dark Side points if you don't.
- Hero with Bad Publicity: Thanks to Vaklu's aforementioned Propaganda Machine.
- Lady of War: She is a skilled swordswoman and capable match for Vaklu.
- The Quisling: Her detractors paint her as this. Although the Republic is benevolent, Traya does reveal that extended membership will result in Onderon's unique culture fading entirely over time.
- Royals Who Actually Do Something: She is a very active supporter of the Republic, sending supplies to the Telos Restoration Project and resisting Vaklu's coup.
- Secret Keeper: For Kavar's presence on Onderon. She takes the opportunity to get advice from him, too.
- Sliding Scale of Cynicism Versus Idealism: This is invoked in the Onderon questline. Talia is loyal to the Republic despite its state of decay and is the direct successor to the throne, but some of her detractors say that Vaklu's ruthlessness and experience would make him a better ruler.
Commander-in-chief of Onderon's armed forces during the Mandalorian Wars, the Jedi Civil War, and the Dark Wars, Vaklu was a renowned war hero that led the Onderonian resistance against their Mandalorian occupiers. Now, as a general and head of the military, Vaklu was an outspoken critic of his cousin, Queen Talia, over what he perceived to be pro-Republic appeasement. As the political animosity between the general and the queen grew, riots between supporters of Vaklu and Talia became common, assassination attempts on both the queen and the general were frequent. Along the way, Vaklu spread propaganda to breed distrust in the Republic, gaining a considerable amount of support along the way. Approached by Darth Nihilus' forces, the Lord of Hunger offered the use of his soldiers and fire power to overthrow the Queen, all in return for Vaklu allowing Nihilus to investigate the tomb of Freedon Nadd on Dxun, the largest moon of Onderon. Civil war would eventually erupt, but you could choose to side with Talia or Vaklu beforehand.
- Affably Evil: If you side with him he's quite cordial and sincerely thanks you for your assistance, in contrast to the villains on other planets. Furthermore, he won't even consider betraying you because you can't be stopped.
- Arch-Enemy: Talia and Vaklu frequently battled over the decision to remain or secede from the Republic. They even fought face to face during the civil war that would soon follow, after the Exile became involved.
- Cain and Abel: Cain to Queen Talia's Abel, of the cousins variety.
- The Chessmaster: The methods he used to gain support from the populace, wrest power away from Talia, and enact his coup are pretty impressive.
- Evil Virtues: When he offers alliance to the Exile, Mandalore notes that he has reputation of sticking to his end of bargain, and the fact that even he wants to betray Sith means they must have "altered their deal" with Vaklu to the point its more accurate to say they betrayed him first.
- Deadpan Snarker: Check this little exchange between him and the colonel.Tobin: General, we have found them again!Vaklu: Have we, Tobin, or is this just a preface to another one of your failures?
- Defector from Decadence: Noticing how much Onderon had given to the Republic in both the Mandalorian Wars and the post-Jedi Civil War, and how little Onderon had received in return, Vaklu became dissatisfied with the now-weakened Republic, and openly announced his desires for Onderon to secede from the Republic.
- Determinator: He will free Onderon from the Republic, no matter what.
- Jerkass Has a Point: In the light-side ending, it's revealed that Onderon remains in the Republic but eventually loses most of their culture and traditions in the process, meaning that Vaklu's concerns about the Republic might have had some basis after all.
- Karmic Death: If you choose to do so, Vaklu would be executed by a firing squad after the battle for the throne room.
- La Résistance: Led one during the Mandalorian occupation of Onderon.
- Overshadowed by Awesome: In-universe example. Although credited as the one that drove the Mandalorians out of Onderon, Revan's tactical genius during the latter half of the Mandalorian Wars and the Jedi Civil War heavily out-weighed whatever Vaklu may have accomplished during the resistance.
- Propaganda Machine: If you went to see what one of the Onderonian news holograms had about then-current news, it reported that the Ebon Hawk was a capital-class Republic warship that destroyed fifteen Onderon ships before being shot down by Colonel Tobin. Okay, at the time, the Ebon Hawk was a non-aligned freighter cruiser that had to fend off an attack by Tobin's forces, and destroyed only six fighters shortly before landing on Dxun (and a Light-Sided Exile might have chosen to simply flee for Dxun instead of fighting at all, landing the blame on Tobin's men causing a crossfire in what should have been a peaceful area).
- The Starscream: He was smart enough to distrust the Sith, but he needed them to bolster his forces against the queen, so he kept them around and plotted to betray them after things were over with.
- Tyrant Takes the Helm: Although he hadn't overthrown Talia by then, Vaklu used powers as commander-in-chief to declare martial law on several city districts, used the media to exaggerate the incident with the Ebon Hawk and breed distrust towards the Republic, incited his supporters to riot (even attempt assassination), cut off diplomatic and economic ties with the Republic, spread rumors of Republic spies within the Onderonian capital city and used the military to arrest them. Note that most of those "spies" were journalists that openly criticized Vaklu, or off-worlders with close ties with the Republic. He even used the Onderonian navy to blockade the planet, thereby forcing Republic trading ships to be inspected in order to "search for Republic treachery", despite (or because of) the decrease in economic benefits to Onderon as a member of the Republic that prompted from the blockade.
- Well-Intentioned Extremist: Is a loyal patriot. That's his greatest strength and his Fatal Flaw.
- Villain Team-Up: With Nihilus' forces during Vaklu and Tobin's coup.
- Villain with Good Publicity: Celebrated as a war hero for driving the Mandalorians out of Onderon, and manages to gain a very large following from soldiers and citizens alike, but the latter is mainly due to propaganda, whereas the former was an apparent exaggeration, since Mandalore himself claimed that the Jedi, not the Onderonians, drove the Mandalorians out.
- Xanatos Speed Chess:
- Although he already layed out a plan to initiate his coup, Vaklu still needed to draw support away from the palace to make it vulnerable to an assault, so he insighted his more radical supporters (like Ponlar) to enact riots near the palace gates. Meanwhile, Anda would offer credits to the player if you agreed to draw military strength and officers away from the Sky Ramp, the most direct route to the palace, thereby allowing Vaklu's forces to attack the Iziz Royal Palace with less resistance when fighting broke out.
- The Jedi Exile presented a major problem to Vaklu, and ordered Tobin to attack the Ebon Hawk, sparking a space battle. Even as Tobin failed to destroy the Ebon Hawk, Vaklu used the opportunity to play to the citizens' fear of another war at their doorstep; his control of the media assured that no other, accurate reports of the battle were aired.
- The Exile went to Iziz in a basilisk war droid, which were under Mandalorian control during their occupation - that instilled the fear of a Mandalorian invasion into Vaklu's troops, something that could've been useful for Vaklu to use as propaganda against the queen, if he were to win.
An officer in the Onderon military under Vaklu, Tobin believed that benefits with the planet's recent relationship with the Republic favored the interstellar government, while Onderon's culture and resources faded away. He was informed that the Ebon Hawk would arrive on Onderon and ordered six starfighters to attack it, later sending a squad of scouts to search for the vessel after it landed on Dxun. He would later attempt to arrest the Exile and Kavar with a squad of soldiers, but failed in doing so - Kavar and the Exile escaped, with the latter taking out the entire squad. Later participated in the civil war against Queen Talia.
- The Dragon: To Vaklu, at first.
- Eerie Pale-Skinned Brunette: Once he's re-encountered on the Ravager, Tobin looks like this◊, likely because of Nihilus' energy-draining presence.
- Evil Brit: Has the accent, at least.
- Fate Worse than Death: Played with. When he met Nihilus, Tobin had been physically ravaged by the dark side energy aboard the ship, likely a result of Nihilus's hunger, but retained enough humanity and self-awareness to converse with the Exile aboard Nihilus' flagship.
- General Failure: Vaklu outright states that Tobin isn't nearly as competent as the news media make him out to be.
- Hoist by His Own Petard: During the Battle of Onderon, Tobin used a drexl to disable the force field that guarded entrance to Queen Talia's throne room, but the beast lost control and took him down. Didn't kill him, though.
- Mouth of Sauron: When he went under Nihilus' control, and once you encountered him again on the Ravager, he basically serves as a mouthpiece explaining a bit more about what Nihilus is like, all the while beating himself up about allying himself with the Dark Lord.
- Redemption Equals Death: If you have enough influence, you can persuade him to be the one to detonate Nihilus' ship, having realized that Nihilus cared nothing for Onderon.
- Smug Snake: He's nowhere near as good a schemer as he believes.
- The Voice: His first appearance has him contacting the Ebon Hawk through the communicator, but only his voice is heard.
- Unwitting Pawn: While the Exile dealt with Vaklu, Kavar and Talia, Kreia woke up the unconscious Tobin and told him that there were many Jedi hiding within Telos, claiming that they were in league with Talia; she used him as a pawn to get Nihilus out of hiding.
- Well-Intentioned Extremist: Was sincerely loyal and concerned over his homeworld's safety, so he and Vaklu allied themselves with Nihilus, confident that his powers would be able to give them the chance to overthrow Queen Talia. After meeting with Nihilus face-to-face, and re-encountering the Exile on the Ravager, Tobin himself later admits that the alliance was a mistake.
A Mandalorian Rally Master and former champion of the Battle Circle training area, working under Mandalore the Preserver (Canderous Ordo). A comparitively well-mannered warrior, Kelborn is first encountered as a scout, dealing with Tobin's men patrolling the area near the Mandalorian base on Dxun. Afterward, he would duel the Exile in the Battle Circle, and participate in the Sith ambush on the Mandalorian base, instantly killing two while cloaked.
- Cultured Warrior: He states that Mandalorians are taught not to hate an opponent for beating them in battle, and he exemplifies this to a notable degree.
- The Lancer: When Mandalore left with the Exile, he let Kelborn take over Mandalorian operations on Dxun.
- Proud Warrior Race Guy: A relatively more subdued example.
- Reasonable Authority Figure: One of the few Mandalorians who is not condescending toward the Exile. He is placed in charge of the Dxun base when Mandalore leaves with the Exile.
A Mandalorian Field Marshal and champion of the Battle Circle, working under Mandalore the Preserver (Canderous Ordo). Bralor is one of the few Mandalorians to respect the Jedi for their prowess in battle, whereas the others were skeptical of the Exile's capabilities.
- Cultured Warrior: Believes strongly in Mandalorian culture.
- Meaningful Name: Bralor, as in "Brawler", although it's actually pronounced "Bray-lore".
- Proud Warrior Race Guy: Except much more respectful than the typical example.
- Reasonable Authority Figure: One of the highest ranked Mandalorians on Dxun and is respectful toward the Exile.
- Retired Badass: Not exactly retired, but he mostly just fights in a training area nowadays. Compare that to when he boarded a Republic cruiser over Malachor V and personally dueled a Jedi during the battle.
- Worthy Opponent: Considers the Jedi as this, the one that spared his life, along with Revan and the Exile, in particular - he was impressed by their combat prowess during the Mandalorian Wars.