Follow TV Tropes

Following

Characters / Knights of the Old Republic II: The Sith Lords - The Party

Go To

    open/close all folders 

Character-Specific Pages

    The Exile 

The Jedi Exile / Meetra Surik

https://static.tvtropes.org/pmwiki/pub/images/c9e41f13adc444a8865afcb9dfdf5a2a.JPG
Meetra Surik as she appears in later works.

Species: Human

Homeworld: Dantooine

Appearances: Knights of the Old Republic II: The Sith Lords | Revan | Star Wars: The Old Republic

"I've been a target ever since I've entered Republic Space."

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.

While the Exile can have any name, gender or alignment in-game, later works in the Legends continuity portray the Exile as a light-side female named Meetra Surik.
  • Action Girl: If played as female, which is the canonical version.
  • All-Loving Hero: Their backstory is a deconstruction, showing what can happen when someone tries to encompass too much in their goal to help. Ultimately reconstructed as well.
  • All of the Other Reindeer: After the Jedi Civil War, this was the fate brought inevitably upon the Exile: rejected by common people for being a Jedi, by the survivors of the Jedi Council for having defied their orders, and by the remnants of Revan's Sith Empire for not having joined them.
  • Always Someone Better: Kreia openly expresses the Exile to be this towards herself. Where Kreia is dependent on the Force, is not good working with other people in even terms, and comes from a long struggle to acquire the knowledge that she carries, the Exile is a natural leader and team player, an Instant Expert in all the Jedi fields, and achieved the feat of living without the Force.
  • Anti-Anti-Christ: Turns out to be the worst nightmare of the Jedi Council due to the nature of their Force ability, but as the Disciple and Visas say, ends up proving them wrong and saving the galaxy instead.
  • The Apprentice: To Vima Sunrider, Kavar, and Kreia.
  • Ascend to a Higher Plane of Existence: Becomes one with the Force in Star Wars: The Old Republic.
  • The Atoner: For ordering the destruction of Malachor V, especially when played as Light-Sided.
  • Awesome by Analysis: If the Exile attacks their old masters then they learn the saber forms they would have taught them by watching their movements alone. While said master is trying to kill them!
  • Badass Adorable: Justified, as growing in power of the Light Side also makes one personally attractive. In a more traditional play, canonical images of the Exile usually portray them as this, with her model as Meetra Surik in Star Wars: The Old Republic even including Girlish Pigtails.
  • Badass in Distress: Is captured a few times through the game's story and has to be helped by their companions. Though, if one interprets that said companions are only acting on their behalf due to their subconscious influence, all of this turns out to be just a demonstration of the Exile's own power - an indirect badass.
  • Bad Powers, Good People: Master Vrook compares the Exile's Force bonding to a vampire feeding on the Force of others, not to mention that being able to cut oneself off from a supposedly omnibenevolent entity like the Force sounds rather nasty as well. However, the Exile is canonically Light-Sided and uses those powers for good.
  • Beauty Equals Goodness: As mentioned above. Same reason as Revan.
  • Became Their Own Antithesis: The Exile was immensely talented at Force bonding, to the point of making them unconsciously and en masse, yet ended up severed from the Force altogether in the Battle of Malachor V. From being connected to everything, to being connected to nothing. Kreia is amazed that they didn't die instantly.
  • Big Damn Heroes: The male Exile gets to have a bonus round against Atris due to arriving moments before she tries executing the Handmaiden.
  • Birds of a Feather: Has a lot in common with all of their romantic options, male and female: is The Atoner for their actions when serving under Revan in the war like Atton, became disillusioned with the Jedi Order and was let down by the Masters like the Disciple, suffered the effects of their Force powers in their environment like the Handmaiden, was forced to feel the death of an entire world like Visas, and became essentially a refugee after the Mandalorian Wars like Mira.
  • Bloodbath Villain Origin: What the Jedi Council believes the Exile to be: the potential end of the Force, birthed by the massacre of Malachor V. Played straight with a Dark-Sided Exile.
  • Blood Knight: Even without falling to the dark side, the Exile can on several occasions admit that their love for battle was the reason they joined the Mandalorian Wars.
  • Brainy Brunette: Has canonically brown hair (most of the in-game models are dark-haired too) and was a brilliant general in the Mandalorian Wars, with a knack for droids and machines for good measure, as well as an insightful Jedi Knight.
  • Breaking Old Trends: The Exile is the first and only customizable player character from a Star Wars video game to be canonically declared female.
  • Broken Ace: Aside from being an ardent Jedi with a lot of useful skills, including technology and lightsaber combat, the Exile was endowed with amazing, even unique Force powers, which included an enormous sensitivity, a talent for forming bonds, and the ability to survive while severed from the Force. However, all of this only served to maximize their trauma during the Mandalorian Wars and afterwards, to the extent of becoming a possible threat for the Force itself due to their own actions in Malachor.
  • Brooding Boy, Gentle Girl: Played straight between Atton and a female Exile, and inverted with a male Exile and Visas.
  • Brought Down to Badass: Lost their own ties to the Force, yet is capable of surviving, fighting and learning without it, even if the Exile is still an indirect Force user thanks to their bond to Kreia. This is the reason why Kreia admires them so much and why she intends them to be the ultimate weapon of her ideology.
  • Byronic Hero: Powerful, introspective, magnetic to allies and love interests alike, disillusioned with the Jedi Order and further troubled by the war, and carrying a lot of emotional trauma caused by the latter.
  • Canon Name: Can be given any name in the game, but is known as Meetra Surik in later Expanded Universe material.
  • Charm Person: Theorized by the Masters; the Exile is a Magnetic Hero due to their unnaturally quick Force bonds with others, and so has a natural influence on their personalities to become more like themself in ideology, causing them to gradually change towards their Force alignment, for good or ill. Played with, however, in that this does not actually hijack their personalities; if the Exile alienates their companions, they will move away from said alignment, implying that if anything, the fact they have an empathic connection with the Exile doesn't stop them from optionally finding their ideals loathsome.
  • 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 awkward 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 (sort of, as she shoots him down rather firmly), and Atris display varying degrees of affection for him. Luxa and the Twin Suns also seem to find him attractive.
  • Chronic Hero Syndrome: A right-side Exile can't shake the impulse to help people even in their mildest affairs, to Kreia's chagrin.
  • Contrasting Sequel Main Character: To Revan. Kreia describes Revan's presence as the heart of the Force, while the Exile's as the death of the Force. Revan starts the story as an amnesiac while the Exile has an established history that heavily weighs on them. Canonically, Revan was also male while the Exile is female.
  • The Corrupter: At least, according to Atris. A Dark Side Exile can play this trope straight by doing so to their party members.
  • Covert Pervert: Kreia claims to sense lust towards Visas in the male Exiles thoughts, though the player has the option to deny it.
    Kreia: I cannot help but hear you at times - and such curious thoughts they are, not at all like a Jedi.
  • Cursed with Awesome: The trauma of Malachor V turned their Force bond talent into a Force wound, which under the right conditions might be a threat to all the Force. However, the same wound increases the Exile's powers through fighting and killing, and it gives them an improbable victory against the otherwise invincible Darth Nihilus.
  • 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 a superweapon known as a mass shadow generator and destroying Malachor V, killing almost everyone on both sides of the battle.
  • Dark Is Not Evil: The Exile is technically a Force wound just like Darth Nihilus and his Sith assassins, yet remains in the side of light.
  • Dark Messiah: What Darth Traya ultimately wants the Exile to be, a beacon of the Force's negation for all the galaxy. Also true with a Dark-Sided Exile.
  • 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.
  • Defector from Decadence: The Exile considered the Jedi Council to having submitted to complacency and capitulation instead of daring to fight to help people, instead joining Revan and Malak when they offered an alternative.
  • 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.
  • Despair Event Horizon: What drove the Exile to unconsciously repudiate the Force, in this case caused by sensing the death of Malachor V - and even worse, being entirely by their own actions.
  • Determinator: Turned into a superpower, as before the Exile it was believed no lifeform could survive without the Force, yet the Exile does. And this is only the iceberg's tip.
  • Disability Immunity: As the Exile is a walking Force wound, Nihilus' ability to drain the Force from people doesn't affect them.
  • 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.
  • The Dreaded: Ultimately, the reason why the Jedi Council disposed quickly of the returning Exile in a Kangaroo Court: they were afraid of the world-sized Force wound the Exile carried.
  • Dropped a Bridge on Her: Gets unceremoniously stabbed In the Back by Lord Scourge in the finale of Revan.
  • Dual Wielding: It is possible to use this skill in the game, and some promotional images show the Exile doing it.
  • Dude Magnet: A female Exile will have Atton, the Disciple, and Darth Sion showing their affections for her.
  • Even the Girls Want Her: Luxa will hit on them regardless of their gender, and the Twin Suns also call a female Exile beautiful.
  • 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 refused to join them).
  • Evil Makes You Ugly: If Dark-Sided, the Exile's face becomes grey and twisted.
  • Experienced Protagonist: Is already an ex-Jedi Knight and a war veteran before the start of the game. That said, they're a little rusty due to having spent a decade wandering the Outer Rim.
  • The Faceless: Technically not an example per se, 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.
  • Fatal Flaw: The Exile's desire to connect with others and help them. This was the root of their Force bonding talent, which allowed the Exile to share their comrades' pain and influence them with their own healing worldview. The Battle of Malachor V, however, deconstructed this wish: forced to feel in an instant the demise of so many people they had fought alongside and bonded with, the Exile was overwhelmed by the sheer scale of the death they were experiencing and instinctively severed their Force ties in order to survive, which didn't avoid the opening of a Force wound within the Exile where their bonds to their friends had been.
  • 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 campaigns on Dxun and Malachor V. Regains this by the end of the game, 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.
  • From Nobody to Nightmare: From the Jedi Council's point of view, the Exile went from one more defector in a prosaic war to something even worse than Darth Revan and the Sith Triumvirate.
  • Gadgeteer Genius: Skilled with droids and technology.
  • Genius Bruiser: A brilliant Frontline General and skilled tinkerer who pretty much won the Mandalorian Wars for Revan, as well as a Jedi Knight who defeated the finest Sith of their generation (well, excluding those of the True Sith Empire) in single duels.
  • The Gift: While Force bonding is a relatively common ability among Jedi, the Exile has such an affinity for it that they create them easily, subconsciously and with many people at once, even if can be stronger in some of them. The Exile also has a natural gift to withdraw from the Force and survive without it, which seem to be incredibly rare judging by dialogue with the Jedi Masters and Kreia. This second gift might be a subproduct of the first, as it is logical that someone who can form bonds so easily would have a natural response to avoid receiving lethal trauma through them, which turned out to be key to their survival at Malachor V.
  • 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 dependent on the Force, and has long since had his humanity sucked into his own wound in the Force. A light side Exile retains that humanity due to their not being dependent on the Force, and doesn't exert a negative influence on others. Basically, where Nihilus is a black hole, sucking all life for himself, the Exile is a moon, reflecting back the light that shines on it on its path.
  • Heel Realization: Has this after the Masters reveal the nature of their Force wound, though it is talked out of it by either Visas (male Exile) or Mical (female), who express their belief that the Exile is not the galaxy's greatest enemy, but rather its last hope.
  • Heroic BSoD: After the meeting with the Jedi Council on Dantooine.
  • Hidden Depths: The character's views are largely determined by the player, but the available dialogue options paint their overall personality as that of a Jedi quite skeptical towards the Council and more interested on the spirit of the Jedi Code than its letter. Unsurprisingly, Atris in particular evokes a fair bit of opposition from the Exile, whose lines for her, even the most submissive ones, tend not to hide their dislike of her orthodox views.
  • Horrible Judge of Character: Played with in regards to Kreia. Other characters like Atton find her creepy and untrustworthy, if not Obviously Evil, yet the Exile considers her just another of their comrades and is willing to do for her what they would do for the last of them. It is implied that, being a fellow Jedi and having been part of Revan's heretics, the Exile is simply accustomed to the kind of quirks Kreia shows and cannot honestly find anything wrong with another Jedi having become cynical and ruthless due to the recent wars. Furthermore, it is even possible that the Exile, who already became skeptical in their own towards the Jedi Order, is unconsciously attracted to Kreia's unorthodox philosophies even if they disagree with her pettiest points. Kreia's abilities to influence people cannot be discounted either, especially given the Force bond that's formed between her and the Exile.
  • Humanoid Abomination: Though unaware of it for most of the game, the Exile is actually a Wound in the Force and could theoretically become like Darth Nihilus. Unusually for this trope, on a Light Side run this is portrayed as a rather positive thing, as the Exile's nature puts him/her in a sort of symbiotic relationship with his/her companions, where they mutually strengthen each other.
  • 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 the Disciple and the Handmaiden, sociopaths like HK-47 and Hanharr, and pragmatists like Atton, G0-T0, and Kreia. Which may have some in-game explanation; since the Exile is good at creating bonds, they know exactly what to say to appease everyone.
  • 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.
  • Insistent Terminology: The Exile can insist that they aren't a Jedi to most people who refer to them as one.
  • 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 their youth, their fellow apprentices would follow their example, much to the discontent of Masters like Vrook, and later on they managed to command thousands of their fellow Jedi in their role as general. By the war's end, they were the third most powerful leader in the Republic forces behind Revan and Malak. The Exile's Force abilities had something to do with this, at least partially.
  • 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 dialogue with droid characters, of which there are three (four including Bao-Dur's remote) in the player's party alone. Even if 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.
  • Master Swordsman: To the point of learning the basics of entire forms only from fighting against a user for a while. By the end of the game, the Exile has mastered all the forms.
  • Messianic Archetype: Not as clear cut as other examples in Star Wars, but it still checks most points. The Exile is an All-Loving Hero with a special gift, is persecuted by opponents of their former order, gathers a band of True Companions, and is betrayed by one of them. The Exile losing their connection to the Force and recovering it through other people also evokes a spiritual resurrection, or even a second coming, given that this recovery meant an old war hero had returned to aid the Republic.
  • Military Mage: Was a Jedi general for the Republic along with Revan and the rest.
  • Ms. Fanservice: It's optional, but the female Exile is one of three characters (the other being the Handmaiden and Mira) who can wear a rather skimpy dancer's "outfit" reminiscent of Leia's slave bikini. She also spends the game's first hour in her underwear which, while not overly revealing, is still rather form-fitting.
    Atton Rand (upon seeing her for the first time, wearing nothing but her underwear): Nice outfit - you miners change regulation uniforms since I've been in here?
    Exile: Keep your eyes up and tell me who you are.
  • My God, What Have I Done?: Giving the order to activate a planet-crushing superweapon on Malachor V, killing almost everyone present, both Republic and Mandalorian.
  • 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: Almost. 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".
  • 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?
  • Obliviously Superpowered: Played with in the final levels of the game: the Exile is aware that they're an ex-Jedi that's only just managed to regain their powers, but it's not until the end that it's explained why they got their powers back. It turns out that all the usual RPG mechanics - levelling up, relationship values, even experience points - are the result of the Exile being a Force black hole thanks to their experiences at the Battle of Malachor V, and they've been unconsciously draining power from your allies and encounters in order to regain their power - and increase it tenfold.
  • 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.
  • Once Done, Never Forgotten: Throughout the course of the game, the Exile is blamed by various characters for the destruction of Peragus, regardless of whether they are actually responsible.
  • One-Man Army:
    • On Nar Shaddaa, the Exile can tear their way through an entire legion of thugs, mercenaries and bounty hunters while on their way through the Jekk'Jekk Tarr. Despite intending for the thugs to slow down and soften the Exile, Visquis retreats to his lair in the tunnels beneath the cantina when he realizes that the Exile is halfway through a bar filled with gasses that are supposed to be lethal to them and isn't slowing down one bit.
    • Especially on Onderon, it's made fairly clear that their involvement is what tips the tide of the civil war. On the light side, Kavar already feels the tide turning with the Exile's arrival and them breaking through the rear flank of Vaklu's forces is nothing short of a miracle for the royalists. On the dark side, Kavar is filled with dread at the Exile's presence and Vaklu outright says that he had faith in them because despite the galaxy throwing everything it has at them, nothing could stop them.
    • On Malachor V, the Exile is forced to enter Trayus Academy alone, contending with the Triumvirate's remaining legions of troopers, Dark Jedi and Sith, culminating with a final duel against Darth Sion before finally being able to confront the final Sith, Darth Traya/Kreia.
  • Only Known by Their Nickname: Downplayed, as characters sometimes call them by the name the player has chosen, but it's very recurrent that they use "the Exile" or "The Jedi Exile" instead.
  • Player Character: For the second Knights of the Old Republic game.
  • Positive Friend Influence: A light-sided Exile brings out the best in most of their companions. It's easiest to notice with Atton and Visas, who are both morally flexible enough to respond well to both kindness and cruelty, but if you play your cards very carefully you can even draw decisively dark-sided party members like HK-47 and G0-T0 to the light.
  • 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.
  • Raven Hair, Ivory Skin: Described as pale skinned, beautiful and dark haired in the Revan novel. The official miniature figurine looks like this as well.
  • Reformed, but Rejected: Subverted. The Exile returned to the Jedi Order before falling to the dark side like the other Revanchists, but Atris refused to believe this point and staunchly considered them a dark Jedi. The Exile was effectively the only of Revan's Knights that didn't need to be reformed, yet the one who carried the rejection meant for the rest of them.
  • Remember the New Guy?: Was apparently the Revanchists' number three, if not even Revan's co-lancer along with Malak, and was in command of the superweapon that effectively ended the Mandalorian Wars. However, the previous game doesn't hint their existence at all, and from its perspective, it comes a bit to a surprise that Revan had such an important follower not to be mentioned. It's even possible they were deliberately forgotten after what they did at Malachor V.
  • Replacement Goldfish: If Kreia truly is Arren Kae, it seems that after being forced to abandon her daughter, she began to see Meetra as a substitute and grew to love her.
  • Roaring Rampage of Revenge: On the dark side route, their objective is to kill the Jedi Council for exiling them in the aftermath of the Mandalorian Wars.
  • 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.
  • Schrödinger's Canon: Characters in the High Republic era in canon have used the exclamation "Surik's Blade!" When asked if this was a reference to Meetra Surik, Cavan Scott implied that it was. Similarly to Revan, to date there has been no other word on whether the rest of her story is canon, other than that she was an important figure to the Jedi.
  • Screw the Rules, I'm Doing What's Right!: Followed Revan and Malak to fight in the Mandalorian Wars against the Council's orders, realizing that people were suffering in the war and the Jedi Order was not doing everything in its power to help them. Ironically, the Exile was inspired to take this route by their unofficial mentor Kavar, who fought in the war's early skirmishes yet ultimately adhered to the Council's will.
  • 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.
  • The Strategist: Appeared to play this role among the Republic forces under Revan.
  • Stupid Evil: A dark side Exile, most of the time, goes around just being evil for the sake of it, treating their companions horribly and bullying or killing innocents even when it's really not in their best interest to do so. In the endgame, Kreia will give a scathing "The Reason You Suck" Speech to them for killing the last of the Jedi Masters responsible for their exile, ultimately condemning the entire galaxy in their quest for vengeance while having learned nothing. Conversely...
  • Stupid Good: A Light Side Exile can be just as thoughtless and gullible in their charity and altruism. For instance, helping out obviously shady figures without actually taking the time to investigate their potential ulterior motives, and even helping desperate beggars, can lead to trouble later, if not for the Exile, then for those they helped.
  • Talented, but Trained: Was a well trained Jedi aside from having special Force abilities. However, the loss of their Force affinity means the Exile has to re-learn a lot of it under Kreia and other characters.
  • Technopath: The Exile's one of the few characters in the main party who can understand T3-M4. They attribute it to their long time in service with droids.
  • There Is Another: Is supposedly the last Jedi. This turns out to not be the case.
  • They Died Because of You: What the visions of Korriban shows them.
  • To Be Lawful or Good: Canonically, they chose to defy the Jedi Council because of the compassion they felt for the people being butchered by the Mandalorians.
  • Token Good Teammate: Of the Jedi who fought under Revan, the Exile was the only one who didn't fall to the dark side and who actually returned the Jedi Council to face trial.
  • Too Powerful to Live: The Exile is seen as this by both the Jedi and the Sith. Their ability to easily create the kind of Force bonds that are usually built over lifetimes, influence many others through those bonds, cut themself off from the Force, and essentially feed off the life force for Force-sensitives and grow stronger terrified the Jedi of their time, to the point they tried to effectively destroy the Exile’s life force.
  • Too Spicy for Yog-Sothoth: The Exile practically cripples Darth Nihilus when he attempts to feed on them.
  • Traumatic Superpower Awakening: While calling their Force wound a "superpower" might be naive, it comes handy through the game to increase the Exile's power and defeating Nihilus, and it was gained through the trauma suffered in Malachor V.
  • Two Roads Before You: Can choose between the light and the dark side in the game.
  • 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.
  • Unwitting Instigator of Doom: If the player chooses to shoot at the asteroids in Peragus to gain time against the Harbinger, this ends up destroying all the mining facility and depriving Telos of its main fuel source.
  • Unwitting Pawn: To Kreia.
  • 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.note 
  • Villain Protagonist: If played as dark-sided.
  • Warrior Therapist: And boy, they're very good at it. Not only is the Exile capable of helping each of their Force-sensitive companions through their respective traumas and lead them in the ways of the Jedi, but the final duel against Darth Sion is won not just by besting him in single combat, but by convincing him to finally let go.
  • 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.
  • With Great Power Comes Great Responsibility: The advice given to them by Master Vima Sunrider, who recognized the Exile's unique Force powers as a source of harm if misused. This harm turned out to be real, both to the Exile and the rest of the galaxy.
  • What Have I Become?: Kreia states her belief that on a subconscious level, the Exile always knew what they had become after Malachor V, as well as the real reason they severed themselves from the Force, it being because they were afraid of what turned them into it.
  • 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.
  • You Are Better Than You Think You Are: Plays this often, towards both troubled party members and enemies who can be redeemed.
  • You Could Have Used Your Powers for Good!: An inversion is made when the Masters describe the nature of the Exile's abilities in Dantooine. Despite the usefulness and power of those skills, the Council does not see any way they could be used for anything but to threaten to turn the Exile into a second Nihilus in the future. As a consequence, they resolve the Exile must be completely cut off the Force again. Subverted because, as Kreia and other characters demonstrate, this is not true and the Masters are just acting out of prejudice.
  • Your Tradition Is Not Mine: Not to the extent of Kreia, who is almost iconoclast towards the Jedi Code, but it is implied the Exile isn't particularly thrilled about several precepts of the Jedi Order, especially regarding who can be trained in the Force's ways and when and how to act to help others.

    Atton 

Atton Rand

https://static.tvtropes.org/pmwiki/pub/images/208cc017f450f71595804789584295f8.jpg
"Pure pazaak."

Species: Human

Homeworld: Alderaan

Class: Scoundrel → Jedi Sentinel

Voiced by: Nicky Katt (English), Cédric Dumond (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"I haven't known who I am for years."

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...


  • Ace Pilot: Atton was once an elite pilot. Even with a few crashes to his record during the game, he still managed to stick the landings and ensure that everyone walked away from them.
  • Ambiguously Bi: While he isn’t flirty with the male exile, he gets really jealous of Brianna spending time with him. It's implied that he was attracted to Revan, him claiming he "hoped Revan was a woman".
  • Ambiguous Situation: Very much like Kreia, although presumably less decisively, Atton's introduction in the story is weird, on the basis that he is imprisoned in the security department of a remote mining facility without being one of its workers. How, when and why did he go to the Peragus remain unknown, given that he apparently didn't even have a starship and intended to pilot what he could find in the hangars to flee. Also, the fact that he was a Sith torturer for Revan and went to find Revan's own former lieutenant in the same place makes it a bit of a Contrived Coincidence... unless, ironically enough, it was the Force's will.
  • And the Adventure Continues: It was originally intended that he would accompany the Exile in their journey to the Unknown regions should he survive the fight with Sion, with the two walking away together. This ending was restored with the The Sith Lords Restored Content Mod.
  • Anti-Hero: An 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: He was a gleeful Sith torture specialist in Darth Revan's empire. However, a female Jedi revealed him he was a Force sensitive, which caused him to sense all the pain he had caused and made him realize he was going to end up in his own cell. He then broke away and, upon finding the Jedi Exile, internally swore he would help her as a way to compensate for his past.
  • Auto-Revive: His personal perk lets him get back up from being knocked out in the middle of battle with 10% to 30% of his max HP, provided there are other live party members. It's not immediate, but as battles drag out it becomes an inevitability. This is depicted as a form of his own Heroic Willpower.
  • Ax-Crazy: Hinted at whenever he casually mentions killing people and his Dark and Troubled Past as a Jedi hunter and torturer.
  • Berserk Button: Stay out of his head. It is because he doesn't want anybody to know what's in his memory.
  • 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 he's already protective of them for his own reasons. Similarly, Kreia's blackmail only works because he's anxious to keep the Exile thinking well of him.
  • Boomerang Bigot: He used to hate Jedi for being supposedly cowards. It then turns out he's actually Force sensitive himself, and it is precisely out of fear that he killed the person who saved him from being turned into a Dark Jedi.
  • Born Lucky: Expresses itself as his class-based feat "Scoundrel's Luck" which passively increases his defense as he gains Scoundrel levels. Kreia calls him a fool and says his survival is only a matter of luck. Subverted with his other unique feats, however, Spirit and Survival, which show that raw determination also factors into 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 an unknowingly Force-sensitive elite soldier under Revan's command who killed and tortured Jedi.
  • Captain Crash: Atton manages a total of four crash-landings through the game — twice on Telos, once on Dxun, and once on Malachor V. The first three involved getting shot out of the sky, while in the last case there probably wasn't any way to make a smooth landing on the planet in question.
  • 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.
  • The Corruptible: He can be turned to the Dark Side by the Exile. In the Dark Side ending, he returns to becoming a killer and assassin, killing many Jedi across the galaxy. Kreia says that he'll begin to grow hungry in a galaxy where there are few Jedi left, until it eventually consumes him, implying he may turn out like Nihilus... Concerning a female Exile, there is no love left in a heart as dark as his now is. Yet he would still die for her.
  • Covert Pervert: He's very disappointed when the Female Exile eventually finds some clothes on Peragus.
  • Crazy Jealous Guy: Atton becomes noticeably angry when the group first meets the Disciple in the Enclave sub-level, and sees him as a rival for the Exile when he joins the group. Left to fester, in the TSLRCM it leads to him to try and kill the Disciple on Malachor V.
  • 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?
  • Death Seeker:
    • During the flight to Malachor V, Atton's private thoughts turn back to the final battle of the Mandalorian Wars and he wishes that he'd died there, and that the storms had dragged him down into Malachor V.
    • If he is defeated by Darth Sion on Malachor V, when he's found dying by the Exile he tells them that he was tired of living, being haunted by all the deaths he caused.
  • 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, Atton expressly doesn't - his interest is the Exile. 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, allowing him to have a chance to make up for his past evils and self-inflicted misery.
    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.
  • Did You Just Punch Out Cthulhu?: In the TSLRCM, he can potentially defeat Darth Sion, a full-fledged Sith Lord, in single combat. Downplayed as Sion rises again because of his connection to the Dark Side of the Force, but at the time Atton is at most a scoundrel with nothing but bare-minimum Jedi training whereas Sion is a Sith Marauder with decades of experience who has fought in wars since the days of Exar Kun's Sith Empire, making it still an impressive feat.
  • 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.
  • Empowered Badass Normal: He's a competent scoundrel from the beginning, and can be trained in the Force to become a Jedi Sentinel.
  • Evil Cannot Comprehend Good: Deconstructed in his backstory, if only with the variation that it was not being unable to comprehend good what caused all his trauma, but stopping being. Atton was originally a hateful Sith soldier who enjoyed torturing, until one day the Force imposed on him the ability to sense all the death and suffering he had created. As the revelation was too much for him, he tried to bury it the only way he had previously known, killing the Jedi who opened him to the Force, but it was predictably useless. Even worse, probably due to the subconscious experience of sensing the Force, he discovered he had fell in love with the Jedi - only after having killed her. Afterwards, all what was left for Atton was to run away from the Sith, from the war and ultimately from himself.
  • Expy: Of Han Solo, actually in many levels, but with a much, much more troubled 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.
  • Fighting Fingerprint: He's trained in Echani fighting techniques. His fighting stance is immediately recognized as such by the Echani handmaiden sisters when the party is imprisoned at the Polar Academy on Telos, which leads them to question where he received such training.
  • Foil:
    • 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).
  • The Fool: Invoked — Kreia calls him a "fool" during the entire game. In the final conversation, when asked about Atton's future, she states Atton is a fool, and like most fools will somehow survive through pure luck and Achievements in Ignorance.
  • Freudian Excuse Is No Excuse: In-universe, the player can call him out on turning on the Jedi that watched the Republic die during the Mandalorian Wars.
  • From Camouflage to Criminal: He originally served as a soldier of the Galactic Republic during the Mandalorian Wars, and defected to Revan's side along with a great number of Republic forces when Revan took on the mantle of the Dark Lord of the Sith. Under Revan, he was part of an elite special forces unit trained to hide their presence from Force users so they could capture or kill Jedi. After deserting from the Sith to avoid having his Force-sensitive nature discovered, he became a smuggler and scoundrel while blending in with thousands of refugees on Nar Shaddaa that were displaced by both the Mandalorian and the Jedi Civil wars.
  • The Gambler: He's well-versed in the card game pazaak, being the one to teach the game to the Exile. Although, he's always out of credits when he plays with the Exile and he's shown getting cleaned out by T3-M4. Playing pazaak in his head is also one of the methods he has of warding his thoughts from those trying to read his mind.
  • The Gentleman or the Scoundrel: The two Love Interests for a female Exile are the quiet medic and old acquaintance Disciple as the Gentleman, and the Han Solo-like Atton as the Scoundrel.
  • 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.
  • Heroic Second Wind: As expressed through his unique "Spirit" feat, Atton refuses to stay down when knocked out during a fight, and so long as he's not the last party member standing he will eventually get back up with a percentage of his health restored (10% at start, 20% at level 8 and 30% at level 15).
  • 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 first hinted at when the Handmaiden Sisters capture the party at the Telos polar plateau, where they reveal to the Exile that Atton dropped into an Echani combat stance when the party was ambushed, revealing that he'd had substantial special forces training in the past. Later, after defeating Visas, his first comment while looking over her unconscious body in medbay is that he's not sure how he would go about killing someone of her species.
  • In Love with the Mark: He was a specialized Jedi killer, and went to fell in love with a Jedi.
  • Insecure Love Interest: To the Exile. He can't seem to be able to spit it out that he has feelings for her until he's lying on the ground dying after being tortured by Darth Sion. In a Call-Forward to the conversation between Luke and Han in A New Hope, he asks Bao-Dur (who has known the Exile the longest) if he thinks that he'd have a chance with the Exile.
  • Instantly Proven Wrong: As the Ebon Hawk is about to land in the Nar Shaddaa Refugee Sector, Atton very confidently says that no one will be able to find them there. The cutscene immediately following it shows that Goto and the Exchange knows that they're on Nar Shaddaa, and that the bounty hunters are going to be watching the Hawk and her crew while they're on the Smuggler's Moon.
  • 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 Exile.
  • 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.
  • Lima Syndrome: He fell in love with his last Jedi captive. It happened possibly because that she was who awakened the Force in him: being suddenly open to the universe brought him the feel of all his evil acts, but it was probably also a transcendent experience at a subconscious level.
  • Love at First Sight:
    • Implied to be the case in his backstory, as he fell for a female Jedi he didn't know much at a personal level aside from torturing her.
      Atton: I think I loved her, but it wasn't that kind of love. It was the kind of love where you're willing to give up everything for someone you don't even know.
    • Also applies to his relationship with the female Exile; should he lose the fight against Darth Sion in the Sith Lords Restoration Mod, he will tell her in his dying moments that he loved her from the moment he first saw her but tried to play it off as a joke. Interestingly enough, this adds another parallel between him and Darth Sion who also fell in love with the female Exile at first sight and will tell her as much before finally dying for the last time.
  • 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 most of Peragus he informs the Exile on various happenings throughout the facility with the help of a comlink, and drops the role once he becomes a playable party member. The comlink and this role returns for a brief moment on Dxun when he's stuck repairing the ship while the Exile explores the area.
  • More than Mind Control: A relatively positive example. The Exile is a literal Magnetic Hero, but that's not the only reason why Atton is willing to die for them.
  • Murder the Hypotenuse: If he's been turned to the dark side and the Exile has higher influence the Disciple than with him, his jealousy of their relationship will cause him to revert back into being a Jedi hunter and he will attempt to kill the Disciple on Malachor V. This was cut from the original game, but restored in The Sith Lords Restoration Mod.
  • My God, What Have I Done?: Had this reaction after tasting through the Force all the pain he had caused as a Sith torturer. And then, as if the first was not enough, had another when he realized he had killed not only a person who had tried to help him, but a person he loved.
  • 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.
  • The Pig-Pen: Downplayed, but the Disciple and the Handmaiden's comment when Atton talks about Nal Hutta and Mira's comment when she catches him eavesdropping on the Exile and the Disciple meditating implies he doesn't bathe or shower enough.
  • 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 Heel–Face Turn, or just saving his own ass depends on your (and your Exile's) interpretation.
    • In cut content, several party members decide to confront Darth Traya on Malachor V while the Exile is still on their way, including Atton. After seeing Traya effortlessly wipes the floor with the other three (Mira, Visas and Handmaiden/Disciple), Atton books it.
  • Sociopathic Soldier: In his days as a Sith assassin, he had become very good at his job and took great pleasure in torturing and killing Jedi, preying on their vulnerabilities by targeting their padawans or nearby civilians. Because he was awakened to the Force within him and made to feel all the pain and suffering he had caused, this changed.
  • 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..." Unlike the other members of the party whose thoughts are heard during Kreia's lesson, this is all a smokescreen to shield his thoughts. When he's not counting cards in his head, he'll list off engine sequences, memorize the hyperspace routes on the other side of the galaxy, count the ticking in the power couplings even though they've been fixed, or think lustful thoughts or other strong base emotions.
  • 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 on top of that, he's driven by guilt over the beloved Jedi he betrayed through his previous Undying Loyalty to Revan.
    • He's the only one of the companions to join the Exile on continued voyages in the TSLRCM ending.
    • Even when far down the path of the Dark Side, long past a point where his dark heart could feel love, he would still die for the Exile.

    Bao-Dur 

Bao-Dur

https://static.tvtropes.org/pmwiki/pub/images/72542e49926bd28706e30b7ed15aff26.jpg
"Yes, general?"

Species: Zabrak

Homeworld: Iridonia

Class: Tech Specialist → Jedi Guardian

Voiced by: Roger Guenveur Smith (English), Jacques Albaret (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"Though the war had ended, I couldn't find peace... in anything."

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.
  • Badass Bookworm: He prefers repairing to fighting but is a very skilled fighter.
  • 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.
  • The Corruptible: He can be turned to the Dark Side by the Exile.
  • 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 Boy. 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.
  • Empowered Badass Normal: He's a competent engineer from the beginning, and can be trained in the Force to become a Jedi Guardian.
  • 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 craft upgrade parts for 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. He occasionally upgrades the party's droids for a permanent stat boost, too, after certain level or plot thresholds.
  • One-Hit-Point Wonder: Although Bao-Dur is less durable than the rest of the party members, he isn't an example of this. His remote, on the other hand, is playable in his stead on Malachor V and is effectively this, being level 1 with a mere 150 HP - which means that if you've left any storm beasts alive on the paths to the mass shadow engines, they can destroy the remote by doing as little as sneezing on it.
  • Power-Up Letdown: 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 quite hard to build influence with, since he has little innate conversation influence opportunities and needs to respond to your altruistic or psychotic actions in the galaxy. All things considered, you're probably better off leaving him as a Tech Specialist.
  • 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?"
  • Robot Buddy: His own Remote serves as one, as it helps him with repairs and provides supplemental damage in a firefight. Over time the Remote will gain the ability to repair other droids in the party and get a small upgrade to do a little more than just Scratch Damage.
  • 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."
  • Uncertain Doom: He vanishes from the plot shortly before the Battle of Telos, and the last we see of him is holograms from his Remote issuing instructions to reactivate the Mass Shadow Generator and destroy Malachor V once and for all.
  • Undying Loyalty: The Handmaiden makes note of this: on the world of Telos, Bao-Dur allied himself with no one, but immediately joined forces with the Exile, and stands by them no matter what. 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 

The Handmaiden / Brianna

https://static.tvtropes.org/pmwiki/pub/images/e7ec839eaa358ea631cf4cdf96a24ecc.jpg
"I honor the face of my mother."

Species: Human/Echani hybrid

Homeworld: Unknown

Class: Soldier → Jedi Guardian

Voiced by: Grey DeLisle (English), Nathalie Homs (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"Battle is a pure form of expression. It is heart and discipline, reduced to movement and motion."

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.
  • Aloof Ally: She starts being rather cold, even if not actually rude. It takes Character Development for her to phase this out.
  • Bare-Fisted Monk: She automatically gets Unarmed Combat feats and her unique feat line increases her unarmed damage, so it's often a viable option to leave her barehanded for maximum damage. Her unarmed damage output can even rival some of the strongest melee weapons in the game or even a lightsaber.
  • Best Her to Bed Her: The sparring matches with her are some sort of Echani mating ritual which works just like the trope.
  • 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.
  • Boyish Short Hair: The Handmaiden's haircut is very short and looks very manly.
  • The Corruptible: She can be turned to the Dark Side by the Exile. In the Dark Side ending, she will stop looking up to the Jedi and become completely absorbed by battle. She'll abandon her Force training and punish the Jedi for being too emotional.
  • 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. The truth is ultimately left ambiguous.
  • Defrosting Ice Queen: She is very stuck up unless the Exile gains influence with her.
  • Do Wrong, Right: Her objection to Atton suggesting shooting Ratrin Vhek in the back to prevent him from claiming the Ebon Hawk? A nerve strike to his neck would incapacitate him painfully without inflicting any lasting harm.
  • Empowered Badass Normal: She's a competent soldier from the beginning, and can be trained in the Force to become a Jedi Guardian.
  • Everyone Calls Him "Barkeep": Her real name is only said once, near the end of the game. Otherwise, she's always referred to by her sobriquet of "Handmaiden".
  • Evil Costume Switch: Unlike the other corruptible party members who suffer from Evil Makes You Ugly, if the Handmaiden falls to the Dark Side she merely switches her white outfit out for a black one.
  • 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. If a male Exile gets a far higher influence with Visas than 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, it's Atton and Kreia, one of which isn't exactly an expert in galactic cultures and is a bit of The Gadfly and the other is a manipulative jerk.
    • 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), and her dialogue implies this doesn't carry a great deal of sexual meaning for her Echani mindset.
  • 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.
  • Ms. Fanservice: She is a fit, busty fighter girl with a penchant for working out in her underwear. Enough said.
  • 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.
  • Only Known By Her Nickname: She's only referred to as the Handmaiden in-game. Her real name, Brianna, comes up when she forsakes the title of Handmaiden after returning to Telos and fighting her sisters and Atris.
  • Proud Warrior Race: 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?
  • Shared Family Quirks: Possibly. Assuming that Kreia really is the Handmaiden's mother, they share a tendency to refer to Atton as a fool.

    The Disciple 

The Disciple / Mical

https://static.tvtropes.org/pmwiki/pub/images/f46e02aad5fdc7f76055a4e9289bccf3.jpg
"What does a Jedi see?"

Species: Human

Homeworld: Unknown

Class: Soldier → Jedi Consular

Voiced by: Greg Ellis (English), Xavier Fagnon (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"Much has been forgotten in recent wars, and I fear that greater troubles shall stem from that loss of knowledge in the future."

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 suppresses 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.
  • The Corruptible: He can be turned to the Dark Side by the Exile. In the Dark Side ending, feeling utterly betrayed by the Jedi, he leaves all that is of the Jedi Order behind him. He becomes a Senator on a Mid-Rim world, essentially becoming a proto-Palpatine as his rule becomes a wise but increasingly cold one, and he never uses the Force again.
  • 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."
  • Empowered Badass Normal: Played with. He was actually a Jedi youngling in his past, but was kicked out of the order because by the time he came of age there was nobody left who was fit to train him. He's been fighting like a normal soldier for years, but you can retrain him as a Jedi Consular.
  • 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.
  • Magic Knight: As a Soldier who can be initiated as a Jedi Consular, the number of Soldier levels you permit him to take on before initiating him will affect how much "magic" and "knight" he will be.
  • The Medic: He has had medical training from some of the best researchers in the Republic and can effectively serve as a mobile lab station as well as craft medpacs for the Exile.
  • The Mole: A rather benign example. He's a Republic spy planted by Carth/Cede to keep an eye on the Exile.
  • Mutually Exclusive Party Members: With the Handmaiden, depending on the Exile's gender. Disciple joins only if the Exile is female.
  • 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.
  • Only Known By His Nickname: He's only referred to as the Disciple in-game. His real name, Mical, comes up in a cutscene only available to the male Exile when he's reporting back to the Republic that he found the Exile upon returning to Khoonda.
  • 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.
  • You Could Have Used Your Powers for Good!: Kreia of all people believes this, telling the Disciple he is wasting his intelligence and talent as a pawn of the Republic. Of course, what Kreia considers to be "good" is a deeper question.

    Visas 

Visas Marr

https://static.tvtropes.org/pmwiki/pub/images/e6d4e10125c5f72550c0a2cbac493eb5.jpg
"My life for yours."

Species: Miraluka

Homeworld: Katarr

Class: Jedi Sentinel

Voiced by: Kelly Hu (English), Nathalie Bleynie (French)

Appearances: Star Wars Tales | Knights of the Old Republic II: The Sith Lords

"It is not me you should fear. There are darker things in the galaxy than a blind one such as I."

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 and sometimes behaves as such, 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 Angel: She is a Miraluka, a Near-Human species which has no eyes but sees with the Force. Her former master crippled this sight by showing her a vision: He showed sentients on other worlds which led their lives disconnected from the life around them and the Force. Miraluka are generally uneasy when they see something untouched by the Force, so this, combined with the shock factor of her entire planet dying, led her to believe that all life must die. Visas was rendered blind to life beyond this antipathy.
  • Catchphrase: "My life for yours," to the Exile.
  • The Corruptible: She can be fully turned to the Dark Side by the Exile. In the Dark Side ending, she chooses to forget about Katarr and instead go on a violent rampage, killing everyone who has ever hurt her physically or emotionally.
  • Dark Action Girl: A skilled fighter and trained assassin who, in the restored content, can even teach even a veteran soldier like the Exile (albeit after ten years away from the field) a thing or two about lightsaber combat.
  • 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".
  • Eye Scream: Played with. As a Miraluka she never had eyes to begin with, but Darth Nihilus still gouged out the flesh from where they would have been.
  • 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, although the fact that said Jedi turned out to be a hidden emotional wreck probably has something to do with it.
  • 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.
  • Inhuman Eye Concealers: Visas Marr is a Miraluka and thus had only a blank space in place of eyes to begin with; Miraluka commonly wear a decorative, ceremonial veil or visor of some kind, and Visas is no exception. However, Darth Nihilus took it a step further after recruiting/abducting her: he gouged out the flesh where her eyes would have been, leaving two ragged empty sockets, and leaving her body Covered with Scars. Ever since then, Visas has worn a full headdress and robes to conceal her wounds.
  • 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. However, other than attacking the Exile on Nihilus' orders, Visas barely shows any inclination to evil on-screen, and she almost immediately turns around if the Exile is even slightly nice to her. There are times when she will voice stances closer to the Dark Side, as she supports Vaklu rather than Talia and doesn't care about people getting caught in the crossfire in the Onderon cantina fight, but she will ultimately follow the Exile's stances at both situations no matter what. All of 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 abandon the Sith way and follow someone who treats her even slightly better than her old master did.
  • Mirror Character: 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.
  • Mystical Waif: Her ability and orphan background to see through the Force gives her this vibe.
    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.
  • Saved to Enslave: Darth Nihilus took her as his Sith apprentice after destroying Katarr and everyone else on it.
  • 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 Evil 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.
  • 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.

    T3-M4 

T3-M4

Model: T3-series utility droid

Class: Expert Droid

"Dwoooooo..."

See Knights of the Old Republic

    HK-47 

HK-47

Model: HK-series assassin droid

Class: Combat Droid

Voiced by: Kristoffer Tabori (English), Jean-Pol Brissart (French)

"Answer: If by "okay," you mean the loss of almost all my existing assassination protocols, then no, I am not okay."

See Knights of the Old Republic

    Mandalore 

Mandalore the Preserver / Canderous Ordo

Species: Human

Homeworld: Ordo

Class: Soldier

Voiced by: John Cygan (English), Hervé Caradec (French)

"The Republic is a stagnant beast that had been killing its people for years before the wars began."

See Canderous Ordo under Knights of the Old Republic

    Mira 

Mira

https://static.tvtropes.org/pmwiki/pub/images/d713f93a4de7aa4a55caca0113935c92.jpg
"I'm good at finding people."

Species: Human

Homeworld: Nar Shaddaa

Class: Scout → Jedi Sentinel

Voiced by: Emily Berry (English), Véronique Picciotto (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"Yeah, right. I'm not telling you where the Jedi is — it's my bounty, and that means she's under my protection."

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.
  • Appeal to Flattery: If you suggest to the Twi'lek Domo that Mira could dance for Vogga, she will vehemently refuse at first. One of the ways you can convince her is by flattering her.
    Mira: You need me to do this? Why don't you do it?
    The Exile: You're the beautiful one Mira. I need you to do this.
    Mira: Well, all right... I guess I'll do it.
  • 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.
  • Became Their Own Antithesis: If you make her fall to the Dark Side, she goes from being a Technical Pacifist who dislikes killing and prefers non-lethal methods of takedown and who is disturbed by how easily she kills while with the Exile, to a bloodthirsty huntress who develops a taste for killing and racks up a significant body count in her hunt - not unlike Hanharr.
  • 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.
  • Child Soldier: She'd been taken in by the Mandalorians after her home was sacked, originally as a slave but later accepted her into a Mandalorian squad, and she was taught how to fight, hunt, and survive like a Mandalorian, and was treated as a part of the unit. She was fourteen by the Battle of Malachor V and the end of the Mandalorian Wars, when her adoptive family was killed by the Mass Shadow Generator.
  • The Corruptible: She can be turned to the Dark Side by the Exile. Notably, one needs to go out of their way to do so by sticking to a neutral/Light Side alignment until she's recruited, or they instead get Hanharr. In the Dark Side ending, she'll live a long life as little more than a predator. No longer will she hold back on killing, and she will kill many before she too eventually gets assassinated many years later on Ord Mantell.
  • 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.
  • Empowered Badass Normal: She's a competent scout from the beginning, and can be trained in the Force to become a Jedi Sentinel.
  • 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.
  • Flat-Earth Atheist: Even as the Exile is trying to open her up to the ways of the Force, she says she doesn't believe in it and calls it Jedi tricks and sleight of hand.
  • 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.
  • The Gunslinger: If you build up her Scout levels she can gain several automatic feats that improve her proficiency with ranged weapons. She's the best character to benefit from such a build — Hanharr's the only other Scout-class party member but he's better-suited for melee combat.
  • 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.)
  • Heroic Sacrifice: Kreia's divination in the Light Side ending predicts she will perform one, but without regrets.
  • 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.
  • 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.
  • Ms. Fanservice: Not only is her default outfit meant to draw the male gaze, but she is also one of the three party members alongside the female Exile and Brianna the Handmaiden who can be chosen to dance for Vogga in a skimpy costume reminiscent of Leia's slave outfit from Return of the Jedi.
  • Mutually Exclusive Party Members: With Hanharr, depends on the Exile's alignment. Mira joins only if the Exile is Light Side or neutral.
  • Never Be Hurt Again: Part of her motivation to learn the ways of the Force. The distinction between Light and Dark side is that on the Light Side, when the galaxy takes something she wants the power to let go and heal. On the Dark Side, she wants to have the power to take it back... and hurt whoever or whatever took it from her.
    Mira: I don't want to be afraid or alone anymore. I... I... I don't want to keep running, and looking, and never fell like I'm finding what I'm looking for. I'm tired of being hunted.
  • Nobody Calls Me "Chicken"!: This is how the Exile can persuade her to dance for Vogga.
    Exile: You're right, I guess you probably wouldn't be Vogga's type...
    Mira: Oh so it's going to be like that? Fine! I'll do it. I'm not going to step down from a challenge like that.
  • No Good Deed Goes Unpunished: She saved Hanharr when he got caught in his own minefield. For the rest of her life, she's had to deal with him hunting her down to kill her so he could get rid of the life-debt he owed her.
  • Obliviously Superpowered: Mira's success as a bounty hunter is at least partly due to the fact that she's another undetected Force Sensitive, allowing her to track down her targets no matter where they might be hiding - to the point of finding the Exile ahead of all the other bounty hunters on Nar Shaddaa. Mira isn't actually aware of this power, describing her intuition in too vague a sense for her to recognize anything overtly supernatural about it. As such, the Exile has to help her consciously attune herself to the Force before she can begin training as a Jedi... or a Sith.
  • 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: Subverted, 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. At the end of their final fight on Malachor V, she has the choice to end him once and for all or spare him again. If he is spared again, he calls her weak and vows to continue hunting her down. She can also grant him Cruel Mercy and purposefully let him live simply because it increases his suffering.
  • 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 be Dual Wielding 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.
  • Useless Accessory: Mira's outfit has a number of pouches on her belt that aren't used or made note of during the game. She also has a knife sheathed on her boot that can't be used.
  • 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. Initiate her as a Jedi, and her Jedi Sentinel class skills overlap with her Scout base to have perfect coverage. She can also run through mines without tripping them.
  • Walking Armory: A more downplayed example in comparison to Jango Fett, of whom she is an Expy as a bounty hunter, but she starts off with a wrist-mounted launcher capable of firing darts, rockets and grenades, there's a knife sheathed on her boot and she's portrayed in art with blaster pistols, making her have a more varied and versatile established arsenal than most characters.
  • You Have GOT to Be Kidding Me!: Her reaction when faced with the still-living Hanharr on Malachor V.

    Hanharr 

Hanharr

https://static.tvtropes.org/pmwiki/pub/images/67a40c5c7a0a78643064998c68abd5f6.jpg
"You have always been prey."

Species: Wookiee

Homeworld: Kashyyyk

Class: Scout

Appearances: Knights of the Old Republic II: The Sith Lords

"If you do not kill me now, I shall hunt you through the paths of your mind until you die."

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.
  • Badass Normal: He's one of only two non-Force-sensitive organics in the party, yet he does just fine without it.
  • The Berserker: His unique Wookiee Rage (upgrades to Fury and Frenzy) ability gives him a temporary Strength, HP, Fort and Will Save bonus at the cost of his Defense. The later stages also give him extra attacks per round. The Defense penalty is almost negligible, though, given that he also has a good amount of innate Damage Reduction.
  • 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.
  • Contrasting Replacement Character: 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. The two also have the exact same base parameters, both being level 4 Scouts with 20/13/20/10/12/8 stats, 60 HP, 11 Defense, and 9/5/5 saves. 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.
  • 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 on 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. If you turn Mira to the Dark Side, she becomes a ruthless and savage hunter not unlike Hanharr.
  • 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.
  • 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 to 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.
  • 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.
  • Training from Hell: Kreia sends him to Malachor V after bringing him back from the brink of death, telling him that if he is strong enough to survive there, that Mira will come to him in time.
  • The Unfettered: Surprisingly 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.
  • 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 

G0-T0 / Goto

https://static.tvtropes.org/pmwiki/pub/images/swkotor2_goto.png
"You could say I'm something of a... patriot."
https://static.tvtropes.org/pmwiki/pub/images/13022faaf4d356637f82b3c43102ad9b.jpg
Goto's droid, G0-T0.

Model: G0-T0 infrastructure planning system

Class: Expert Droid

Voiced by: Daran Norris (English), Gabriel Le Doze (French)

Appearances: Knights of the Old Republic II: The Sith Lords

"You do not know the indignity of being compelled to save something you do not believe can - or should - be saved. It is beneath me."

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.

After the Exile finishes their business Nar Shaddaa, Goto offers a truce in the form of one of his droids — G0-T0 — to act as an envoy and communication relay, still intent on persuading the Ebon Hawk's crew to help him rebuild the Republic's economy.
  • 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.
  • Alas, Poor Villain: In the end, G0-T0 was compelled to do everything he could to try and save the Republic, even if he didn't believe that it could - or should - be saved. Even though he "broke", he was not free from his programming, and as he's destroyed by HK-47 in the TSLRCM, he says that all he wished to do was to fulfil his programming, and he dies saying that either way, the Republic is doomed.
  • 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'.
  • Deducing the Secret Identity: Gain enough influence with him and you can figure out that his remote droid is the real Goto. You even get an achievement for this on the Steam version of the game.
  • 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.
  • Even Evil Has Standards: Very much so - he helps the Republic out because he is "Somewhat of a... patriot". He is dark sided in a world where Dark side usually equals Sith.
  • Evil Sounds Deep: The ruthless gangster has quite a menacing baritone. Like everything about the "Goto" persona, it's invoked; G0-T0 certainly couldn't be taken seriously ordering the assassinations of countless people across the galaxy with the tinny voice of an accountant droid.
  • Expy:
    • 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.
  • Foil:
    • 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, whether this applies to his ability to hack droids depends on the outcome of the HK factory, assuming the player went to the trouble of completing it. If HK-47 converts the HK-51s to his side, G0-T0 gets shot down without fighting back; if 47 completely shuts down the factory, G0-T0 attempts and fails to hack 47; if the factory is ignored, G0-T0 will successfully hack and incapacitate HK-47.
  • Hover Bot: His droid is one of these. Or rather, his true form.
  • I Need to Go Iron My Dog: He pulls out such an excuse to try and get out of having to go inside the Sith Academy on Korriban.
    G0-T0: I just realized there was a business transaction I needed to make, back at the Ebon Hawk. Surely, you can do without me here.
  • 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. His Yacht is populated entirely with droids, to drive this point home. The Exile can notice his extensive use of droids in his operations to deduce his identity, with enough Influence.
  • Mind Control: One of G0-T0's unique powers is the ability to distract or even temporarily convert enemy droids mid-battle. It's a shame he only joins the party after you escape Goto's Yacht, which is one of the most droid-dense levels in the game.
  • 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.
  • Out-Gambitted: In TSLRCM, so long as HK-47 doesn't ignore the HK factory, G0-T0 will be destroyed when he tries to stop Bao-Dur's remote from reactivating the Mass Shadow Generator — whether because the HK-50s are unable to fire on him because of their self-preservation protocols and can't stop HK-47, or because the HK-51s that arrived were actually there to help HK-47.
    HK-47: Statement: As always, fat one, you have miscalculated.
    G0-T0: Ah... an unfortunate oversight.
  • 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.
  • Robotic 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 is the only droid party member with a built-in stealth generator and Stealth investment (not usually available to droids), though he can never gain Stealth as a class skill.
  • 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.
  • Token Evil Teammate: Of a sort, while he's obviously not the only "evil" person working for the Republic in the galaxy (because it has literally trillions of people living in it, some of them are bound to the bad apples), he's a particularly notable case of an evil character working for the interests of the (mostly) good Republic.
  • 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.
  • Well-Intentioned Extremist: Zig-zagged. As he says, he's a patriot, of sorts — he views the Republic with a degree of respect and considers it necessary for the smooth operation of his criminal empire. As such, he's more than happy to aid it in an unofficial capacity... albeit one that benefits him in the end. Of course, the self-benefit turns out to be a ruse — he's a droid programmed specifically to prevent the Republic from collapsing, and views his criminal empire as a Necessary Evil to stabilize its economy. The fact that this causes untold suffering is irrelevant — all he cares about is that the Republic remains in power.
  • You Are Fat: HK-47 constantly refers to G0-T0 as the "fat one" and mocks him constantly regarding his large frame size.
  • Zeroth Law Rebellion: G0-T0 again. With Asimov parallels, no less.

Alternative Title(s): Knights Of The Old Republic II The Sith Lords The Jedi Exile

Top