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Imperial Agent & Companions

    Cipher Nine 

The Imperial Agent (Cipher Nine)

Voiced by: Jo Wyatt (female Agent), Bertie Carvel (male Agent)

"Controlling an empire takes more than raw power. It takes discipline, focus, and precision. Threats must be dealt with quickly and quietly. This is the mission of Imperial Intelligence. As the Empire's most elite agent, I will trace the line between truth and treachery. And I will ensure the Empire achieves galactic domination."

A member of Imperial Intelligence fresh out of training, the Agent is sent to Hutta to persuade the crime lord Nem'ro the Hutt to side with the Empire. As a member of Imperial Intelligence, the Agent's goal to ensure that the Empire is victorious over the Republic, although some Agents have their own agendas.

  • Agent Provocateur: You start the game by convincing Nem'ro the Hutt to side against the Republic, and that isn't the last time you can convince a group to launch attacks on people and organizations you dislike or goad someone into a potentially foolish action.
  • Almighty Janitor: The Agent can mention quite frequently that they act as a servant of the Empire and they spend most of their time cleaning up the messes Sith leave behind them. Even Keeper tells them that they're glorified sanitation workers. Gets taken up to eleven with an Outlander Agent who can point out to the all-powerful, immortal, world-eating Emperor that they're currently feuding with 'the help'.
  • Anti-Villain: A fully Light Side Agent is too nice to qualify for being a Well-Intentioned Extremist. That said, Kaliyo comments that it takes a certain type of person to willingly choose a life where they are prepared to lie, manipulate and even assassinate others on a regular basis.
  • Amazon Chaser: Male Agents romancing Kaliyo.
  • Badass Longcoat: Agents in promotional trailers are often depicted wearing one and one can be obtained as early as the Black Talon flashpoint, which being moddable can stay useful for most, if not all of the game. Many players never even bother replacing it.
  • Badass Normal: The class was inspired by the long-standing question of what kind of non-Force user would be considered an equal in an Empire dominated by the Sith, particularly when compared alongside the Sith player characters. The answer seems to be, those who purposely train themselves to be more dangerous than the Sith due to their sheer preparedness. Later on, the Agent is indeed fully capable of taking on Jedi and Sith opponents.
    Jedi Master Gnost-Dural: Imperial Intelligence operatives are clearly just as deadly as their Sith superiors.
  • Badass Boast: The Agent gets a few good ones along the story, sometimes overlaps with Talking Your Way Out
    Imperial Agent: I've already marched across the swamps, fought Faathra's army of thugs and invaded your palace. You really think you can stop me now?
    Nohn Veyaiko: You are... confident aren't you? Perhaps I should have waited longer before striking.
  • Boom, Headshot!: One of the Sniper's attacks is to fire off a powerful shot to a low-health target's head to finish them off.
  • Brainwashed: Becomes half of the plot of Chapter 2. Interestingly enough, you're still allowed to choose different responses to your triggered commands even though the Agent will always say the same thing regardless, reflecting that the Agent still has their mind.
  • Break the Believer: On Voss, during the Agent's Vision Quest, they can lament that they started as a patriot that just wanted to serve their empire, only for both the Empire and Republic to use them. They no longer know what they stand for, and the Agent just wants to have control.
  • Broken Pedestal: The Agent gets plenty of options to display this mindset about Imperial Intelligence once the truth behind their brainwashing comes out.
  • Bunny-Ears Lawyer: The things the Agent can get away with saying to superiors is probably due to this. The Agent was one of the best they'd seen during training, and certainly gets results in the field.
  • By-the-Book Cop: A Dark Side Agent, ironically. The Agent's dark side options usually involve obeying orders to Shoot the Dog or ruthlessly following Imperial Intelligence's standard operating procedures. Light Side Agents usually pull of unconventional solutions even when obeying orders.
  • Can't Kill You, Still Need You: If you choose to sever ties with the Sith at the end of Chapter Three, at the beginning of the Makeb story-line Darth Marr says that in earlier times he would have issued your death warrant but with the Empire in dire straits he needs someone of your proven skills and abilities to handle things on Makeb.
  • The Casanova: The Male Agent is one, albeit for professional purposes rather than selfish ones. He gets a lot of opportunities to seduce women, get the information he needs from them, and then dump them immediately afterwards.
  • Cast Full of Crazy: The Agent has the creepiest companions next to the Sith Inquisitor. Raina is the closest to an Only Sane Man, and she kills her own father in cold blood without hesitation. The rest consist of a bomb-throwing freelance anarchist-for-hire, a Brainwashed, Hive-Minded bugman, a were-rakghoul Deadly Doctor, and an uncannily creepy rogue AI in a Fembot body.
  • Catch Phrase:
    • "What's the assignment?"
    • "I am not afraid of a little challenge."
    • "Acknowledged and understood."
    • "I could use a break from the tough jobs."
    • "Let's hear some more."
    • "That will do nicely."
    • "I can't make any promises."
    • "I'll make sure to leave no survivors."
  • Cool Shades: Cyborg agents can make it part of their standard appearance.
  • Cool Ship: The Agent's X-70 Phantom is what James Bond's Aston-Martin would look like if Q turned it into a spaceship.
  • Cold Sniper: The Sniper advanced class can be role-played as such. Or you could go in the other direction.
  • Combat Pragmatist: It shouldn't come as a surprise for a class that sneaks up behind people and stabs them or shoots them in the head before they can fight back, but in the cutscenes when fighting powerful Jedi the Agent usually has to use a trick or two to get the upperhand.
  • Consummate Professional: Can be played this way.
  • Crazy Jealous Guy: The option for a Male Agent to act like this for Kaliyo comes up often enough. For instance, telling one of her exes to his face that Kaliyo's with him now, hope that's not a problem. Though given her nature, it may not be entirely uncalled for.
  • Crazy-Prepared: An obvious requirement for being a Imperial Agent.
  • Deadpan Snarker: Emphasis on "deadpan". The Agent gets their fair share of drily witty one-liners.
  • Defector from Decadence: If the agent spares Ardun Kothe, gives him the Black Codex, and accepts his offer to become a double agent for the Republic, she/he practically states this trope out loud:
    Agent: If the Empire wins, victory will come at a price. I believe that price is too high.
  • Defrosting Ice Queen/King: In the base game even the most Light Side agent is still rather chilly and standoff-ish, if obviously concerned for others and in favor of limiting pointless casualties. Taking the LS agent into the DLC, however, will see them open up considerably; first to Theron and Lana and gradually to any number of Fire-Forged Friends they collect along the way to the point that they're willing to sacrifice their own life for them.
  • Demolitions Expert: Despite being a class that focuses on stealth and accuracy, the Agent has a lot of explosive attacks. Explosive Probe at the start, then frag grenades, and as a Sniper you eventually get control codes for ships in orbit and Kill Sat. Snipers specced to the Engineering tree gain a lot of extra abilities that make things go BOOM!
  • Did You Just Scam Cthulhu?: The Agent can resolve the situation with Darth Jadus through a mix of persuasion and blackmail.
  • The Dreaded:
    • After dealing with Darth Jadus, the Dark Council considers Cipher Nine a credible-enough threat to their power that they force the Minister of Intelligence to initiate a brainwashing program on them.
    • In Fallen Empire, according to Jorgan, Cipher Nine is also the subject of various "scary stories" among the Republic military.
    • In the Nathema storyline, SIS Director Marcus Trant states that he considers you to be the third most dangerous enemy of the Republic and sees you as enough of a threat that he joins the Order of Zildrog.
  • The Dragon: Can become one to Darth Jadus.
    • Near the end of the storyline, the Agent is forced to become one to Sith Lord Razer. Of course, their tenure ends as soon as Razer is killed by a Jedi.
    • By the end of the Makeb story-line you become an Imperial Special Projects Commander under the direct authority of, and answerable only to, Darth Marr, who has become the de facto leader of the Empire.
  • Droid Deployer: Uses probe droids for a lot of things. Starts out with with a kamikaze like Explosive Probe, gains a Shield Probe (to mitigate damage) and a Adrenaline Probe (to restore energy) droids later. Snipers specced to the Engineering skill tree gain a Torture Droid and Plasma Probes. Operatives specced to healing skill tree use them for healing.
  • Do-Anything Soldier: The Agent is a military officer and can fill in variety of roles. Combat Medic? Sure, no problem. Sniper? Can do. Stealth Expert? Sure, why not. Artillery spotter for orbital gun emplacements? Sounds like fun. Fighter pilot? The Agent is not afraid of a little challenge.
    • Justified in that they're said to have received specialised training in multiple fields.
  • The Dog Bites Back: When the Agent starts going after the Star Cabal they respond by telling people the Agent screwed over in previous missions about their real identity and current location. The big one is Faathra the Hutt, who is rather pissed with how you made Nemro win the war between the rival Hutt clans.
  • Double Agent: You actually get this as a title in the second chapter of the Agent's story. Guess how you earned said title.
  • Double Reverse Quadruple Agent: Imperial Agents have several opportunities to do this and decide on the fly whose they're actually on, if anyone's. One of the most notable cases is Act 2 in Imperial Agent's story, where you're at least nominally an Imperial agent, pretending to betray the Empire and join the Republic, in actuality a double agent, then have your Imperial brainwashing hijacked by the Republic and actually forced to betray the Empire and becoming an unwilling triple agent until you can figure out a way to get free...and all the while you can also decide whether or not you do want to join the Republic in truth. There's an extra layer of this for a Chiss Agent, who while a member of Imperial Intelligence might not be an Imperial citizen and was (is?) part of the Ascendancy's secret police. All of endings have you going some variant of completely rogue in any case.
  • Establishing Character Moment: Dealing with Karrels Javis on Hutta. For most of the game up till that point you have been helping Javis with his problems and getting him in good with Nem'ro the Hutt; getting to know him in the process, he is portrayed as a likable and sympathetic character. In fact, he actually comes to view you as a friend. Then, without any warning, Keeper informs you that Karrels' sons got into a fight with a Sith Apprentice, one was killed and the other crippled, and Karrels has now become a liability for the Empire's plans on Hutta. You are than ordered to kill Karrels and frame Nem'ro's rival and make it look like he had Republic help. This entire incident, and how you decide to handle it, sets the tone for the rest of the Agent's story.
  • Evil Brit: Depends on how Evil you play the Agent, though.
    • The Mean Brit: Even Light Side Agents tend to mix ruthlessness and snark in equal measure.
  • Fake Defector: The Agent's mission for Chapter 2, where they pretend to be a defector following the events of Chapter 1 in order to get close to the new head of SIS.
  • Five-Man Band: The Agent and their companions:
  • Flash Step: Operatives gained a new ability in 4.0 that functions as this, letting them "blink" across to anyone it targets, ally or enemy.
  • Former Regime Personnel: During the section on Voss delving into the Agent's backstory, a human Agent will say they served in the military for several years before joining Intelligence.
  • From Nobody to Nightmare: On the Dark Side path, as with all Imperial classes. From untested field agent to the elite Cipher agent (and that's just in the prologue), to Darth Jadus's right hand, or the head of Imperial Intelligence.
  • Gameplay and Story Segregation: All cutscenes have the Agent with a blaster pistol, even when they're not using it. However, Agents use rifles (also visible in the cutscenes) and not pistols in actual gameplay.
    • Minor one regarding a Rattataki Agent and Kaliyo. Despite Rattataki being one of the original playable races and Kaliyo's Rattataki identity coming up often in conversations, there's not one word of dialogue anywhere acknowledging their shared race.
  • Guile Hero: The Agent often achieves his/her goals by playing politics and manipulating third parties.
  • Had to Be Sharp: To succeed in an Empire dominated by the Sith and whose military will execute entire regiments for failure, this is practically a job requirement.
  • Honey Trap: The Agent can frequently employ this tactic.
  • Iaijutsu Practitioner: A relatively minor example. As an operative, they can on occasion be seen whipping their knife out and attacking on the same move (primarily to stab) before placing it back.
  • I Just Want to Be Free: After they break free of their brainwashing, the Agent can express the desire to just never be controlled by anyone, ever again. They can get their chance at the end of Act III.
  • Immune to Mind Control: The Imperial Agent Player Character spends most of Act 2 of their storyline mind-controlled by the Republican Intelligence to do their bidding. After this is resolved, the agent becomes immune to all forms of mind control.
  • The Infiltration: Several times in the story the Agent is called upon to infiltrate enemy or neutral organizations.
  • Instant Sedation: The sleep dart ability does this.
  • Instant Seduction: A favorite tool of the Agent, with varying degrees of success. They are a spy after all!
  • Jack Bauer Interrogation Technique: An option at times.
  • Kill Sat: A high level ability allows the Agent to use one against enemies.
  • Knife Nut: The Agent can equip a Vibroknife and as an Operative can be geared as a stealthy backstabber.
  • Leave No Witnesses: The Agent is given this order on multiple occasions from high command. It's your choice if you decide to obey it or pull off an alternative solution to the problem.
  • Mage Killer: The Agent can mention that they are trained to kill Jedi.
  • Manchurian Agent: The Agent still has their mind, but they must do whatever the person who uses the codeword "onomatophobia" commands.
  • Manipulative Bastard: You are encouraged to be one.
  • Master Poisoner: The Lethality/Virulence skill tree is all about using Poisoned Weapons and Critical Hits to inflict massive damage.
  • Mean Character, Nice Actor: Entirely possible to play the Agent this way during infiltrations. A good example of this is whilst on Hutta, where the Agent tends to play the "Red Blade" as a Loveable Rogue, while in conversations with Keeper they are more of a Consummate Professional.
    • Or more literally, if one tends to take Dark Side options whilst undercover, whilst Light Side options the rest of the time.
  • Mind Screw: Let's just say there's a certain scene in Act 2 after the IA's brainwashing starts to break your mind. It might break yours as well.
  • The Mole: The Second Act deals with the Agent infiltrating the Republic SIS. At the end of Act III, depending on their actions, the Agent can also serve as one for the Republic to infiltrate the Sith Empire.
  • Multiple Endings: More than any other class: carry on as Imperial Intelligence's top agent, defect to the Republic as a double agent, become a free agent serving the Empire on your own terms, become the new head of Intelligence yourself as the Sith dissolve the old agency, or throw in your lot with Darth Jadus and act as his loyal Hand.
  • Mushroom Samba: Once the brainwashing starts to tear apart the Agent's brain in Act II, a terrifying hallucinatory sequence follows on your ship.
  • My Country, Right or Wrong: A Light-sided Agent can be played as a devoted patriot who honestly wants the best for the people of the Empire. However, in one of the light sided endings you can work as a double agent for the Republic to reform the Empire from within.
    • My Master, Right or Wrong: While the Agent can be completely loyal to the Empire, they can frequently express the opinion that the Sith are complete dangers to themselves and those around them, who need to stop interfering in Intelligence affairs and just let them do their damn jobs!
  • Not Even Bothering with the Accent: Adopts a Republic accent whilst undercover as "The Red Blade" on Hutta and when infiltrating a terror cell on Balmorra. However, during side missions that coincide with undercover work (more glaringly on Hutta, where your quest givers aren't fellow Imperials), the Agent casually speaks with an obvious Imperial accent.
  • Overt Operative: Just about every NPC Sith and Imperial officer knows who you are. And you can tell just about every one you meet you are an Imperial Intelligence officer, sometimes with hilarious results. In some missions you're explicitly ordered to do this to further Intelligence's second role as Secret Police and enforcers.
  • Pragmatic Villainy: The Imperial Agent's Dark Side choices aren't "eat this kitten - for fun!" like some of the other characters. The Agent is merely ruthless.
  • Pre-Mortem One-Liner: Before shooting a stumbling Jedi Master Berin Fraal into a pit of hazardous chemicals, the Agent gives off a pithy "Watch your step, Jedi."
  • Pretty Boy: Regardless of what he actually looks like, the male Agent gets called pretty at least a couple of times, including one alien woman on Nar Shaddaa and a human woman on Dromund Kaas (even if one isn't human).
  • Professional Killer: Cipher Agents specialize in sabotage, infiltration, seduction, and assassination.
  • Properly Paranoid: The Agent's introduction shows them performing a Sherlock Scan of their surroundings.
  • Putting on the Reich: Several of the Agent's armor sets embody this concept.
  • Really Gets Around: The Agent has the most one night stand options of all the classes.
  • Reverse Grip: Holds the vibroknives as this.
  • Rogue Agent: One possible ending has you erasing any trace of your existence so you can serve the Empire any way you see fit and off the record.
  • Sadistic Choice: At the end of Act 1, failing to talk down Darth Jadus will force you to either sacrifice thousands of innocent lives to arrest the Sith, or you can disable the eradicators at the cost of Darth Jadus escaping, letting him plot another day that will likely result in several future deaths.
  • Secret Police: In addition to conducting espionage against external threats such as the Republic, when you are operating inside the Empire's borders, your missions are to ensure stability of the Imperial government by fighting internal dissidents and terrorists.
    • Kaliyo outright says you are this whenever you enter the Citadel with her.
    Kaliyo: The people here, they're scared of you. You come, you go, you're the freaking secret police.
    • A Chiss Imperial Agent has unique dialogue revealing that before joining Imperial Intelligence, they previously were part of the secret police in the Chiss Ascendancy. They might even still be a member. note 
  • Shadow Archetype: To the Republic Trooper. Both the Trooper and the Agent are officers (one is special forces and the other is intelligence) in their sides' respective military-security establishments and both are running black-ops behind the scenes to ensure their side comes out on top in the coming war. And, if Light Side, both are patriots who struggle with the moral conundrums their work frequently foists onto them.
  • Shoot the Dog: Is often ordered to take morally questionable actions to defend the Empire. Light side options usually involve working around it.
  • Sniper Rifle: The main weapon of the Sniper advanced class. Some of those rifles are almost as long as the agent is tall.
  • Spy Ship: The X-70 Phantom is designed to look like a luxury yacht while having the combat capabilities of a heavy gunship and is fitted with all sorts of electronic warfare equipment, though Kaliyo complains about the relatively Spartan interior and low-quality rations.
  • State Sec: You're an officer in one such organization. That's right, you are role-playing as the equivalent of an SD or KGB officer.
  • Stat Stick: If going the Sniper route your combat vibroblade rarely gets used as a weapon and is mostly used to increase your Cunning and Endurance.
  • Stealth Expert: The Operative advanced class.
  • The Stoic: Likely as a result of their Intelligence training, the Agent rarely reacts with open emotion during times when they really should, and much of their class-specific dialogue portrays them as very serious and cool-headed.
  • Street Urchin: During the section on Voss delving into the Agent's backstory, a non-Chiss alien Agent will say they lived on the streets before being picked up by Intelligence, who saw "something greater" in them.
  • Sweet on Polly Oliver/Ho Yay : You know that Hunter guy who's been obsessing over you since you first met him at the beginning of Chapter 2? Yeah, about that... Regardless of the Agent's gender, their Foe Romance Subtext with Hunter can be the closest thing to SGR within the base game: the male Agent can say that they always knew that Hunter liked them romantically, then kiss her, while the female Agent may have flirted with Hunter's male projection throughout the story (though they don't get to kiss at the end).
  • Take Cover!: Both specializations of this class used to be able to duck into cover to cut down on incoming ranged damage (though the Sniper would generally find more use for this ability). This ability was later changed, being available only to Snipers.
  • Talking Your Way Out: There are many situations where The Agent is outnumbered and outgunned, but the proper conversation option can turn the odds back in The Agent's favor, making some fights a lot easier, or allowing you to skip fighting entirely.
  • Target Spotter: For orbiting battleships no less. (As of 3.0, this is only for Snipers.) Also, on Corellia, one of the Agent's class missions involves marking targets for Imperial bomber squadrons.
  • Teeth-Clenched Teamwork: Most of the people you work with aren't happy that they need to do so. The rest are unhappy they're working for or with an alien. Darth Marr in particular - not because you're an alien, or you're not a Sith. But instead because you are for all intents and purposes a wholely independent variable he cannot control and had to spend a massive amount of resources just to contact in the first place, and his lack of expertise in information warfare and lack of trust in anyone else to do right it means he's stuck with you. This becomes obvious when you countermand him.
  • The Tease: Female Agent can choose every flirt available (and she gets more than any other class), then opt not to put out once she got what she wanted. (Whether information, a favor, or just to get a kick out of watching the other person squirm.)
  • Too Dumb to Live: One of the more amusing ways to play the Agent, and there are a surprising number of dialogue options to support it. By way of example, a scene on Hutta involves the Agent meeting an informant who tells him/her to walk away quietly so as not to attract attention.
    Imperial Agent: Oh, I understand — you work for Keeper, too!
    Informant:'re an idiot.
    • Obfuscating Stupidity: Alternatively, you could also play the part of being a total dumbass when on missions, but choosing the smart dialogue options when speaking to Keeper and Imperial Intelligence.
  • Transhuman: Or trans-alien if you are playing another species. By the end of the story, the Agent has advantages no other spy in the Galaxy likely has due to the implants made by Watcher X and the overriding of the brainwashing. Allowing him/her to perform feats such as masking his/her life signs enough to pass as a droid and being completely immune to mind-altering effects.
  • Trigger Phrase: After being put in Castellan mind-shackles between Acts 1 and 2, the Agent must do whatever the person who uses the codeword "onomatophobia" commands. In the climax of Act 2, the Agent (with the help of Watcher X) uses "Iconoclasm" as the new codeword that only they can use.
  • Uncertain Doom: If the Agent did not become the Outlander in Fallen Empire, the codex states they disappeared sometime during the invasion.
  • Unperson: In the ending, if the Agent has the Black Codex, the Minister of Intelligence gives them the chance to erase their identity in order to serve the Empire without the need to answer to anyone. However, Darth Marr eventually tracks you down for the Makeb storyline, warning you that he'd have you killed if he didn't need you
  • The Vamp: The Female Agent can be one, in the same way the Male is The Casanova.
  • Vetinari Job Security: In most endings where you don't just hand over the Black Codex to the Sith, Darth Marr wants you dead because he views you as a traitor and a rogue agent. However, you also happen to be the ONLY reason why the Empire hasn't suffered a total defeat in information warfare after Imperial Intelligence was dissolved. To the point where no matter how much you goad and prod him, he sticks to pragmatism and refuses to kill you - even if he REALLY wants to.
  • Walking Armory: Maybe not quite to the same degree as the Bounty Hunter but Agents have a rifle (either a regular blaster rifle or a sniper rifle), a combat knife, a heavy blaster pistol (tends to only be used in cut scenes), several different types of grenades (frag, flash bang, posion gas), a wrist mounted dart launcher with several kinds of darts, various probe droids, a repulsor built into their armor, target designator for an orbital artillery piece...
  • Well-Intentioned Extremist: Most of Intelligence encourages the Agent to do horrible things in the name of the greater good, the crowner being allowing Jadus to activate the Eradicators, causing thousands of they can capture him and prevent millions of deaths in the future.
  • Wide-Eyed Idealist: One of the ways the class can be roleplayed. Keeper disapproves.
  • Worthy Opponent: Possibly to Darth Jadus.
    • Definitely to Hunter. The Agent can return the feeling once they beat him.
  • You Are Number 6: Upon being officially inducted into the ranks of Imperial Intelligence, the Agent receives a codename: Cipher Nine.
    • When infiltrating the SIS, the Agent is given the codename "Legate".
    • Later Darth Marr bestow the Agent with the title of "Commander".

    Kaliyo Djannis 

Kaliyo Djannis

Voiced by: Tasia Valenza

"I avoid Imperial space. I wanna die in a cantina fight, not ticking off some Imperial bureaucrat."

A female Rattataki and companion to the Imperial Agent, Kaliyo is an "anarchistic" freelance criminal, known to associate with three individuals named Anspi'shel, Nohn Veyaiko, and The Wheezer. Potential love interest for male Imperial Agents. Mechanically, she was the class's ranged tank companion.

In Knights of the Fallen Empire, Kaliyo has become the infamous terrorist "Firebrand", launching a one-woman guerrilla campaign against Zakuul.

  • Ambiguous Situation: In Chapter XII of "Knights of the Fallen Empire", if you send her to capture the GEMINI signal, she suddenly drops out of contact behind enemy lines. The next chapter shows that she and Jorgan survives at the cost of heavy losses.
  • Arms Dealer: She used to run with one, who comes after her because she pulled a shell game on him and the Agent ends up having to deal with, and she still dabbles in the trade. For example, bring her into the Shadow Arsenal and ask what to do about the missiles. Kaliyo replies give her ten minutes and she will have a dozen buyers lined up.
  • Badass Longcoat: Both her default armor sets, when she first joins the Agent and later the Outlander, sport a very nice longcoat.
  • Bald of Evil: Or, at the very least, extreme moral ambiguity.
  • Bald Woman: Rattataki, male or female, have no hair, so this is inevitable.
  • Battle Couple: With a male Agent, if romanced.
  • The Big Guy: Despite being the smallest member of the team, she is still your ranged tank and the most gung-ho member of your crew.
  • Blood Knight: Kaliyo likes fighting and likes killing. Choosing violent options tends to gain affection with her.
  • Bomb Throwing Anarchist: While she doesn't really care much for political ideals, she really doesn't like major establishments and will gain approval from talking down to authority. Knights of the Fallen Empire shows that she's back to her old tricks, but now directing her wrath towards the Eternal Empire.
    Kaliyo: Kaas City. All shiny and new; makes you wanna burn the whole place down...
  • Boring, but Practical: Originally, from a Gameplay perspective - Imperial Agents are essentially forced to use her until the end of Alderaan, when every other class has recruited their second or even third companion. Some still use her all the way until the end of the game omitting Corellia's story missions, where the Empire has taken her into custody, because after you've put in the work she simply is better-geared than the others. However, as of the companion retool this no longer applies as all companions are functionally the same.
  • Broken Bird: Kaliyo has never been the idealistic type, but she's remarkably worse in Fallen Empire. Having lost everything to Zakuul, potentially including the man she loved, she's become a bitter terrorist with nothing left except her anger and thirst for revenge.
  • But Thou Must!: No matter how you feel about her or her actions, she ends up being assigned to you (as an Agent) and, later, joining the Alliance.
  • Chicks Before Dicks. Some of the interactions with a female Agent can lean this way during conversations.
  • The Cameo: Appears in Doc's Companion Quest if you're a Jedi Knight.
  • Chronic Backstabbing Disorder: Most of the people that you and her go after are those that she's screwed over at some point and are now looking for revenge. Eventually it's revealed that she's selling Imperial secrets to her old anarchist cell behind your back.
  • Combat Pragmatist: Her profile notes that she "has been known to bite when disarmed." If she's there for the final confrontation with Jadus, Kaliyo will decide to just shoot him in the middle of his speech. Unfortunately, Jadus simply teleports out of the way and Force Chokes her.
  • Consummate Liar: Never take anything she says at face value.
  • Dark Action Girl: She's considered both a dangerous combat specialist and one of the more morally bankrupt of the companions.
  • Deadpan Snarker: Kaliyo is very sarcastic, to the point of giving the Sith Inquisitor a run for their money. A good way to earn influence with her is to be sarcastic yourself.
  • The Dragon: She was serving Nemro in this position before she signed on with you.
    Kaliyo (Introducing herself to the Agent): I'm Kaliyo. Nemro puts me in charge of the good stuff; his guns, his troops.
  • Entitled Bastard: Kaliyo likes to help herself to anything she fancies - money, objects, people, jobs - and tends to get annoyed (or rob and retaliate) whenever people tell her "no." A good way to lose approval is for the Agent to refuse to go along with her whims.
  • Even Evil Has Standards: Even she finds Jadus disgusting and monstrous.
    • A dialog on Balmorra reveals that, violence-loving as she is, she finds trench warfare too stupid to be fun.
    • The massacre on Isen 4 draws a disgusted reaction from her. It's telling how far she's fallen in Fallen Empire that she's now willing to commit a similar atrocity for revenge, though she can be talked out of it.
  • Expy: Of Jack, more or less.
  • Fair Weather Friend: Kaliyo's down to hang as long as things are fun, but the second things start getting tedious or boring, she's outta here.
  • Friends with Benefits: How her romance with the male Agent starts. Of course, it eventually grows beyond that.
  • Glacier Waif: Despite having the Type 1 body, she was originally a tanking character who used heavy armor and could even equip a personal shield projector. Story-wise, she was somehow able to break a Wookiee's arm on her own.
  • The Hedonist: The overall core of her being. Kaliyo is very much a "live in the moment" type of person, with her three greatest pleasures being fighting, money, and sex; she loves to indulge herself, and hates being bored. As soon as her current partner stops being interesting, she ditches them and looks for someone more exciting, which is exactly why she joined the Agent—she figured she'd have more fun with them than with Nem'ro.
  • Hired Guns: She is a mercenary willing to work for the highest bidder or whomever she thinks will show her a fun time.
  • Huge Guy, Tiny Girl: The official encyclopedia lists her height as 1.5 meters, or less than five feet tall, so even though she and the male Agent don't look it in-game, they almost certainly are this.
  • Hyper-Awareness: Is the only member of Nem'ro's outfit to suspect that "The Red Blade" is not who they say they are.
  • Hypocrite: Claims to be a freedom loving anarchist but ends up in the employ of the State Sec of one of the most authoritarian governments around. You can point this out to her but you lose affection because of it.
    • Hypocrisy Nod: Though eventually she'll recognize that she's being hypocritical by working for a bunch of dictators. She just doesn't care, since the Agent and their crew have grown on her.
  • Immune to Mind Control: In Fallen Empire, she has a Pain Inhibitor that activates whenever a Force-user tries to use a mind trick on her, which prevents her from being controlled easily.
  • It's All About Me: Kaliyo's priority any given moment is Kaliyo. If it's fun and pays well, she's in. If not, so long losers!
  • I "Uh" You, Too: Pretty much her reaction when she tells the Agent she's considering making their relationship serious.
  • Killed Off for Real: In Fallen Empire, she or Jorgan can potentially be executed for failure in Chapter 13.
  • Lack of Empathy: She makes it pretty clear through her actions on class missions and when talking about her past that she only cares about herself and will gladly screw over anybody who has ever helped her for the most petty of reasons. The Agent can eventually break her out of this habit.
  • Lightning Bruiser: Wears heavy armor, carries quite a bit of firepower and uses a jetpack to rocket into combat.
  • Manifesto-Making Malcontent: She wrote a manifesto, which Theron describes as "rambling", before going off to fight her war against Zakuul.
  • Manipulative Bitch: She will lie to and/or manipulate anyone she wants for her own benefit.
  • Meaningful Name: She's two-faced, and her name is Djannis. It's not spelled Janus, but it's pronounced the same way.
  • Morality Chain: The Agent is hers, to an extent. They can never fully control what she says or does, but they are the only person alive who can talk her out of a vendetta.
  • Moral Myopia: It's totally fine if Kaliyo betrays, abandons, sells out, and/or kills old friends and "exes" for the slightest whim, but don't you even think of crossing Kaliyo!
  • Mysterious Past: One of the few companions whose past is never fully explained. Even what little we do learn should be treated skeptically, given her nature.
  • Never My Fault: Played with. Kaliyo freely admits to wrongdoing, sure, but she scoffs at the idea that she should actually be held accountable, or make amends like some sort of peasant.
  • Not So Different: From the Agent, whether they're Light or Dark. If they're Dark, then they, along with Kaliyo, enjoy indulging in blood, violence and credits—they just happen to do it on a paycheck. If Light, then their modus operandi typically involves manipulating and seducing others before backstabbing them—exactly what Kaliyo herself does. She'll even point it out to the Male Agent during her romance.
  • One-Woman Army: Chapter 10 of Fallen Empire shows that Kaliyo's been waging a one-woman war against the Eternal Empire, and doing fairly well. That said, part of this is due to the fact that she's backed by the administrator of the city's infrastructure, who allowed her to attack small, easily repairable targets as an outlet for the people.
  • Only in It for the Money: Being an "anarchist," she's only associating with Imperial Intelligence because Keeper offered her a small fortune. If you get her approval high enough, she decides to stick around because you're fun. She also tends to approve of choices that pad your pocketbook.
  • Pet the Dog: In Chapter 1 of Fallen Empire, she seems reluctant to abandon the Agent on Marr's ambushed flagship, and has to be talked into leaving.
  • Pintsized Powerhouse: She's 1.5 meters tall. She also wears heavy armor and, as mentioned, is your ranged tank.
  • Poisonous Friend: Tends to act like this to Light Side agents.
  • Properly Paranoid: From her first meeting, she immediately cottons on that "The Red Blade" is hiding something and can be seen watching them in the background throughout the Prologue. She's barely fazed when the Agent drops their assumed accent and Keeper confirms they're actually with Imperial Intelligence.
  • Psycho Ex-Girlfriend: She's pretty much this trope made manifest, even though she's the one who inevitably betrays and abandons them (and pretty much everyone else she's ever met). Her personal questline is all about manipulating the Agent to go after her exes, and a male Agent can call her out on it as his reason for declining a romance.
  • Put on a Bus: Near the end of the storyline, Lord Razer has her arrested, temporarily removing her from your party. However, the Minister of Intelligence springs her out of jail for the endgame.
  • Rebel Relaxation: Her pose aboard the ship.
  • Recruiting the Criminal: Upon learning that you're actually an Imperial Intelligence agent, Keeper hires her as a mercenary under your jurisdiction to keep her quiet. Comes to bite her in the ass near the end when Imperial Intelligence is disbanded, she no longer has any protection and is immediately arrested for her crimes. Similarly, her activities as Firebrand have caused her to become worthy of the Alliance's interests, to the frustration of Koth.
  • Red Baron: As of Fallen Empire, she's become known as "Firebrand".
  • Roaring Rampage of Revenge: What's really fueling her vendetta against Zakuul. They took everything from her, so now she's out to make them pay.
  • Rule-Abiding Rebel: Becomes one, surprisingly enough, during the years after the Zakuul Invasion. She goes to Zakuul, sets off some bombs and then goes home to her lavish apartment, provided and furnished by her sponsor at whose behest she operates, but aside from a few moments of excitement, nothing of consequence happens. It isn't until the Outlander returns and begins sparking real fear in the people of Zakuul that she realizes the rut she's fallen into, and begins planning a major attack, which you can either encourage or talk her out of.
  • Runaway Bride: Implied in some of her ambient dialogue when out and about.
    Kaliyo: Went to a wedding, once. The groom looked great. I looked better. Slipped that ring on and ran like hell.
  • Sawed-Off Shotgun: Can't equip one but uses one for an attack regardless.
  • The Sociopath: She actually displays all real-life characteristics of a high-functioning sociopath.
  • Spoiled Brat: Kaliyo hates these. It's one of the few genuine emotions she shows: disgust at rich, pampered little nobles who live safe, sheltered lives with mommy and daddy's credit account. It possibly ties back to her stated past, but given her habitual lying, who can say?
  • The Tease: She flirts with men and women alike, but half the time she doesn't follow up for the former and never for the latter. She just likes messing with people.
  • Token Evil Teammate: While the other companions generally tend to be pragmatic at worst, Kaliyo is a violent criminal who almost always favor the cruelest and most selfish Dark Side actions, though she'll favor Light Side options if it means screwing someone over.
  • Took a Level in Badass: Her time with Imperial Intelligence means that she's picked up some of the Agent's tricks, making her even more dangerous by the time of Knights of the Fallen Empire. It's gotten to the point that she's capable of waging a one-woman war against the Eternal Empire.
  • Trigger Happy: Kaliyo has a philosophy of shoot first, shoot some more, keep firing till her gun overheats and never ask questions. She also needles the Agent about their one-shot one-kill philosophy, noting that aiming before you pull the trigger is no fun.
  • Tsundere: Type A for the male Agent. If he tries to get her to confess her love, she gets flustered, rapidly mutters the words, and then threatens to bite his tongue off if he tells anyone.
    • Knights of the Fallen Empire reveals that she's this regarding both male and female Agents after she half-admits to the Agent (and implies to a non-Agent Outlander) that the reason she's waging war on Zakuul is because their interference messed up what she and the Agent had going before.
      Cipher Nine: Are you [in Zakuul] to avenge my death? Is that what this is about?
      Kaliyo: Don't be stupid. I lost a lot of stuff when Zakuul rampaged through the galaxy—not just you.
  • The Vamp: Her dossier includes a note from Keeper that male agents shouldn't respond to any attempts to seduce them for this reason.
  • Villainesses Want Heroes: Her romance arc with a Light Side Agent in a nutshell.
  • Weak-Willed: Fallen Empire suggests that she is naturally vulnerable to the Jedi Mind Trick (which famously only works on the weak minded) but has a 'Pain Inhibitor' which shocks her out of a trance, making her immune to Jedi influence in practice.
  • Working with the Ex: Makes it very clear in Fallen Empire that she considers herself and the male Agent, if he romanced her, through. He can eventually get her to admit she would like to resume things, though, and they get back together.
  • Your Cheating Heart: If romanced, the Agent catches her the morning after she slept with some random dock worker. It's subtly implied this was a Secret Test of Character to see how he'd react, but either way it doesn't happen again.

    Vector Hyllus 

Vector Hyllus

Voiced by: Ifran Meredith

"As herald we are more than a typical Joiner, and we retain a sense of individuality. It's also why we're useful to you."

A male human Imperial diplomat who was assimilated by a Killik hive as a Joiner and subsequently recruited by the Imperial Agent on Alderaan. Holds the position of Dawn Herald, an advanced scout and diplomat of the Killik and thus granted greater autonomy and individuality than most Joiners. Potential love interest for female Imperial Agents. Originally, he was the class's melee damage companion.

  • Ambadassador: Of a sort, having been a diplomat prior to being made a Joiner, and still occasionally acting as one. This does not diminish his ability to wreck bad guys when it becomes necessary, as becoming a Joiner and the Dawn Herald has made him literally superhuman. He even joins your crew as a Covert Assault Agent.
  • Ambiguous Situation: Vector is mildly disturbed to realize that he feels nothing for his former fiance, whom he loved before his Joining. He worries whether it's a natural side effect of growing apart and falling out of love, or whether his Joining fundamentally changed his feelings for her, if not his ability to love like a human. If romanced, he eventually falls in love with Cipher Nine, both with and without the Killik Hive Mind suppressed, and feels deeply relieved.
    • It's also implied that Vector might not have become a Joiner willingly.
  • Battle Couple: With a female Agent, if romanced.
  • Bio-Augmentation: His profile lists him as an enhanced human. Joiners turn out to be stronger, faster and tougher than the baseline of their species (and even more so in the case of Dawn Heralds/Night Hunters). For how much more, he fills exactly the same role as Kira Carsen, the Jedi Knight's melee DPS companion and a Jedi herself, and does it without a lightsaber. Also...
  • Bizarre Alien Senses: All of Vector's senses are sharper than those of an ordinary human, and that's not even counting the ones that humans don't even have in the first place.
  • Blue-and-Orange Morality: Discussed. The Killik hive follows this trope. Vector himself, despite his claims, consistently approves of Light Side actions and disapproves of Dark Side Actions. However, the nature of these Light Side choices, as well as his personal dialogue shows that he is generally opposed to solving problems with violence and prefers diplomatic solutions, rather than being ethically "good". He always favours actions that lead to cooperation, which is in accord with the Hive-mind of the Killiks. That said, this could also be attributed to his past as a xenophilic diplomat. See Nice Guy.
  • Cannot Tell a Lie: According to Vector, "we cannot lie" because Killiks do not understand the concept of deception or betrayal.
  • The Chick: Despite being male, Vector otherwise fits all the characteristics of this trope, being the most moral and soft-spoken of the Agent's companions.
  • Conflicting Loyalty: While Vector will readily choose the Empire every time, he feels his loyalties should not need to conflict. Most of his personal quests and arc involves finding a way to serve both the Empire and the Killiks by arranging a mutually beneficial alliance, acting as an ambassador between the two.
  • Culture Justifies Anything: Or rather, Killiks justify anything. While Vector is aware of the Empire's faults but feels its virtues and diplomatic channels can overcome these, due to his status as a Joiner he cannot see anything the Killiks do or think as wrong. This includes Mind-Raping unwilling people into the Killik Hive Mind.
  • Defector from Decadence: In his return in 5.8, he and the Killiks decide to defect from the Empire and join the Agent after being used as Cannon Fodder by the Empire.
  • Deliberate Values Dissonance: On three levels, thanks to his status as a Joiner.
    • Vector cannot understand why the Light Side Agent would resist subduing all of House Cortess because of the actions of one because Killiks do not distinguish between individuals or groups.
    • Being a contented Joiner who shares a Hive Mind with the Killiks, Vector cannot see forcing someone to undergo a Joining like House Cortess as morally wrong, since "It is a Killik custom. How can it be wrong?" He does, however, feel the Joining should be a gift, so he's not completely without conscience in that regard.
    • If the Agent accuses the Killiks of deceiving them since they didn't mention Joining House Cortess as the price of their assistance until after the job was done, Vector denies any falsehood, claiming that Killiks do not understand the concept of deception or betrayal. Apparently, "lying by omission" is not something the Killiks have heard of.
  • Fantastic Racism: Is often the target of this. Aliens are bad enough to the xenophobic Empire, but a human who has been altered by aliens and seems entirely content with his lot? Not acceptable. It's even to the point that a Zabrak Imperial diplomat considers him repulsive.
  • Gentleman Snarker: Vector's always polite but once in awhile he gets a good snide remark in; especially where Kaliyo is concerned.
    Cipher Nine: Look at it this way, we get to lie to a whole new group of people.
    Kaliyo: Don't I know it. Just make sure to squeeze them for everything they got.
    Vector: As always, Kaliyo, you are the conscience of this team.
  • The Handler: Serves in this function for you on Alderaan when you first met him.
  • Hive Mind: However, he sees no conflict in being a Joiner and a loyal citizen of the Empire. Others are not so convinced.
  • Limited Advancement Opportunities: His dossier notes that, although an extremely talented and capable individual, his mixed heritage, lack of family connections, and liberal politics (enthusiastic xenophile, advocate for human rights, etc.) he is unlikely to advance further in either diplomatic or military channels before joining your team.
  • Loving a Shadow: Discussed in one of his love letters. Vector muses that he can easily access every thought and memory of every Killik and Joiner over millennia, yet he doesn't know anything of the Agent's thoughts or background. He only knows what she's told him, her scent, her taste, and that (in his own Killik way) he feels happy when he's around her. Vector concludes it's all he needs for the relationship.
  • Meaningful Name: A "vector" is an organism (most typically an insect) that transmits some sort of disease, virus, bacterium, etc to another. Vector is a human imbued with buglike Killik pheromones that fundamentally changed his physiology to be more Killik-like. "Hyllus" is a type of jumping spider, which is fitting considering how often he does this in combat (being a melee fighter).
    • Prophetic Name: His parents had to know he'd wind up a Killik Joiner someday with a name like that, right?
  • Monochromatic Eyes: He has completely black eyes due to his status as a Joiner. Were he actually evil, they'd count as Black Eyes of Evil.
    • When he suppresses his bond to the Killik hive later on, so he and a romanced Agent can have a private moment together, he has normal human gray eyes instead.
  • Nice Guy: Quite possibly the most moral member of the Agent's crew. For all his weirdness, Vector strongly approves of helping others, showing tolerance and open-mindedness towards other cultures, and solving problems without violence.
    • Very tellingly, he is the only Agent companion that approves if you agree to become a double agent for the Republic. Keep in mind that he will have just finished, more or less, securing a place for the Killiks in the Empire.
  • Not So Different: How Vector sees the Empire and Killiks. Both are a highly ambitious meritocracy where the few gifted rise to the top (Sith and military for the Empire, a few Killiks & Joiners allowed some degree of independent thought for the Hive Mind) while the rest work to better their societies on the whole.
  • Out-of-Character Moment: At the end of the Alderaan questline Vector is more than willing to help the Killiks Mind Rape all of House Cortess into becoming unwilling Joiners. Allowing him to do so results in hefty Dark Side points. While a Light Side Agent can easily talk him out of it, it is a rather chilling exception to an otherwise staunch supporter of Light Side choices.
  • Reality Ensues: In his return in 5.8, Vector and the Killiks defect from the Empire after being used as Cannon Fodder. Turns out, the highly racist and xenophobic Empire who have a We Have Reserves attitude toward even its own citizens, has no qualms about discarding bug-like alien allies they're openly disgusted by. Who knew?
  • Simple Staff: He uses Techstaves as his primary weapon.
  • Token Good Teammate: Frequently shows himself to be the most moral of the Agent's companions, with the most consistent approval of light sided choices.
  • Questionable Consent: It's implied that Vector might not have become a Joiner willingly. A few Imperial characters with insight into his past (his former fiance and Dr. Lokin) imply that the Killiks might have forced him into Joining when he was first assigned to work with them. Also that his Imperial superiors deliberately put him in a position to be forced into Joining to begin with. However, while Vector insists that he is content as a Joiner and does not wish to find a cure, he notably avoids directly answering whether or not he first became a Joiner by choice. Which paints some disturbing possibilities about his past and current state of free will...
  • The Stoic: Comes off as this. His absorption into the Hive Mind has distorted how he expresses emotions, so he usually uses the same politely blank face and neutral tone for every encounter.
  • Verbal Tic: Refers to himself in the plural, using We instead of I. Also tends to speak a little disjointedly, much like, but not exactly like, the G-Man. It's enough to add to his bizarreness, but not enough to really distract.
  • Wide-Eyed Idealist: By Imperial standards. He's a lifelong devoted patriot who believes the Empire can overcome its Fantastic Racism and Chronic Backstabbing Disorder with enough dedicated individuals promoting xenophilia, diplomacy, and cooperation. As a Joiner, he never gives up hope of forming an alliance between Imperials and Killiks. It works for a while, but in the 5.8 update he becomes a Defector From Decedance after the Empire uses the Killiks as Cannon Fodder.
  • Warrior Poet: His bizarre way of speaking and variety of cultural tastes make Vector come off as one of these, if a slightly odd one.

    Eckhard Lokin 

Doctor Eckhard Lokin

Voiced by: Anthony Cochrane

"Perhaps it's the fever talking, but in truth… The experience is intense and personal. There's a loss of control, and I wonder if I am man or beast."

A male human biochemist formerly affiliated with Imperial Intelligence, Dr. Lokin's agenda and past are a mystery to most. By far his most remarkable—and disturbing—development is his ability to shapeshift between human and rakghoul form. The Imperial Agent recruits him on Taris. In his human form he is a healer companion, while in his rakghoul form he focuses on melee damage.

In Knights of the Fallen Empire, Lokin has retired to Alderaan to continue his research on Rakghouls while also seeking a cure to a terminal disease brought on by his tampering with his own DNA. He can be recruited as part of an Alliance Alert where the Outlander must help him gather materials to synthesize a cure.

  • Beware the Nice Ones: Possibly to the point of Affably Evil. Not quite as erudite and cultured as Vector, he is nonetheless unfailingly polite and chipper. He also happens to be almost completely amoral and can turn into a face-eating monster. In Fallen Empire, if you decide to threaten him when trying to recruit him in the alliance, he will have his rakghoul pets infect you.
  • Combat Medic: When in human form.
  • Cool Old Guy: Lokin's has got decades of service in Imperial Intelligence behind him, has got a lot of interesting stories and is pretty fun to be around.
  • Deadpan Snarker: Lokin's more subtle then Kaliyo but a lot of what he says is still pretty sarcastic. He can be bitingly sarcastic in Knights of the Fallen Empire if the Outlander isn't the Imperial Agent and has reservations about working with a man who turns into a rakghoul.
  • Do Wrong, Right: If he's present when you're being tortured in Corellia, he mocks the torturers for their technique.
    Lokin: Hah, is that the best you can do? I've done worse to family.
  • Gameplay and Story Segregation: In-story, his transformation is a rare thing, requiring time and a change of clothes. He even explicitly says he can't do it at a moment's notice. In-game, it's as easy as clicking a button.
  • Gadgeteer Genius: His former rank (or so he tells you) is Fixer 15. Fixers are Imperial Intelligence agents that specialize in science and technology—research and development, engineering, slicing (computer hacking), mechanical repair, and so on.
  • Guile Hero: He tends to favor the Agent making intelligent, pragmatic and at times manipulative decisions and responses to either idealistic or monstrous options.
  • I Need to Go Iron My Dog: He excuses himself because of the cold when Ensign Temple questions him about knowing her father. Then again, it is Hoth. Then again, again, he uses this to excuse himself to go outside.
  • Magic Pants: First time we see him shift back from Rakghoul form, his shorts are somehow undamaged. In gameplay, his clothes just magically reappear whenever he transforms.
  • Master of None: In gameplay, before the Knights of the Fallen Empire revamp of companions. While in his human form he was a pretty good medic but had no attacks stronger than the default pistol shots and he was considerably weaker than Vector as a melee DPSer while in Rakghoul form.
  • Noble Demon: Despite acting like a cold-blooded intelligence agent, he often approves of Light Side actions and disapproves of pointless cruelty, provided taking the LS option isn't a bit stupid. He will call you out on needless violence. He will also call you out on dangerous sentimentality.
  • Noodle Incident: Lokin is basically "Noodle Incident: The Character," with almost every conversation being littered with cryptic references to his storied career in Imperial Intellegence.
  • Old Soldier: Despite being in his sixties and supposedly retired, he's still incredibly canny and his Rakghoul powers at least ensure that he's still got some kick to him. He takes the fact that he's survived to old age as a testament to his abilities.
    • Five years later and dying of genetic complications from his experiments in Knights of the Fallen Empire he's as tough and capable as ever, and more than willing to pitch in against the Eternal Empire if the Outlander can supply him with the necessary equipment to stave off the worst of the genetic degradation. He's even considered both a scientific and military asset and the Outlander has to decide whether to make him a spymaster full-time or to have him split his time with the science division.
  • One Degree of Separation: It makes sense that Lokin might have some vague knowledge of the other Imperial characters' interesting backgrounds, but he knows more than just that. He was an old buddy of Keeper before the man took on that role, knows of the circumstances of Temple's father issues, and is even closely connected to Vector and his "condition," with them both being targeted by Lokin's scientific rivals, the rivals actually having manipulated Vector's situation to make him a Joiner. You can point out this oddness about Vector to Lokin, but it will only peeve him off.
  • Our Werebeasts Are Different: Lokin is a WereRakghoul.
  • Professor Guinea Pig: He tends to use himself as a subject for his experiments.
  • Pragmatic Villainy: He dislikes pointless violence and cruelty, but disapproves of idealism over ruthless practicality, recognizing that sometimes you just have to shoot someone. Lokin tends to favour taking a third option if available, because those often net you more than simply killing someone or letting them go.
  • Properly Paranoid: He has a string of safehouses set up that Imperial Intelligence doesn't know about and he has them booby-trapped to boot.
  • The Smart Guy: Definitely the most intellectual member of your team. Being logical, pragmatic and intellectually curious is the best way to gain approval with him.
  • Stat Stick: Before the Knights of the Fallen Empire revamp, he could equip a vibro-knife, despite never using it.
  • Voluntary Shapeshifting: He can transform into a Rakghoul at will.

    Raina Temple 

Ensign Raina Temple

Voiced by: Georgia Van Cuylenberg

Raina Temple is an enigma: a human raised among Chiss and a member of the Chiss military. She is actually the Force-sensitive daughter of Imperial Intelligence agents who sent her to be raised by the Chiss when she was discovered to be Force-sensitive rather than have her be taken by the Sith. She is recruited on Hoth. Romance option for male Imperial Agents. Originally, she was the class's ranged damage companion.

  • Always on Duty: She's the most militarily professional of the companions.
  • Battle Couple: With a male Agent, if romanced.
  • Cultured Badass: A big fan of Sith opera.
  • Good-Looking Privates: She is pretty easy on the eyes for a professional soldier.
  • Guns Akimbo: She uses two blaster pistols in combat.
  • Gameplay and Story Segregation: In-story, the extent of her Force sensitivity is listed below, and carefully hidden. In gameplay, she openly incorporates telekinetic blasts into her attack chain.
  • Hypocrite: She's a proud Imperial who seeks to be completely loyal to her Sith overlords, but is guilty of a capital crime by virtue of being a non-Sith Force sensitive. She is completely aware of how hypocritical this is and it weighs on her heavily.
  • Jedi Mind Trick: She is capable of performing this to a certain degree, though due to her lack of actual Force training it's about all she can do.
  • The Lancer: She's perhaps the most professional and patriotic companion of the Agent and once she joins up she starts acting like your right-hand man.
  • My Country, Right or Wrong: She mostly supports Light Side decisions except when they involve opposing the Empire and/or the Sith.
  • Naïve Newcomer: She is new to intelligence operations and several of her side-conversations are requests for additional training from you.
  • Self-Made Orphan: When the Sith track down her father, she goes to kill him to spare him from Sith tortures and to prevent him from exposing her identity as a non-Sith Force sensitive. According to Temple, her father understood completely.
  • Student/Teacher Romance: As she signs on as your protege, a romance with her is more or less this, including "private lessons" regarding interaction and seduction.
  • Undying Loyalty: Regardless of the situation, she is so loyal to the Empire and its goals one might suspect her of being under one of the many, many forms of mind control in the Agent storyline.
  • Unequal Pairing: Male agents can romance her despite being her superior. She even continues to call you "Sir" after being married.
  • Unexplained Accent: Her accent is more Australian-sounding than the usual Imperial accent due to her voice actress being Australian.
  • Wide-Eyed Idealist: She is in many ways a victim to the Imperial policies of forcing all force sensitive children to be taken from their families and be trained in the Sith Academy, but she is still very patriotic and loyal to both the Sith and the Empire



Voiced by: Deborah Unger

"I am no droid, Outlander. I am an intelligence beyond comprehension. You may call me SCORPIO."

A female-looking assassin droid (though she disdains the term) and a companion character for the Imperial Agent. "Recruited" by the Imperial Agent on Belsavis, not that she likes it at all. Originally, she was the Agent's melee tank companion.

In Fallen Empire, she becomes The Lady of Sorrows, a crimelord who rules over Zakuul's underworld. She joins the Outlander out of a personal vendetta with Arcann.

  • Abusive Precursors: The Creators of the Eternal Fleet were quite assholes. They conducted experiments on other races, started wars like it was some sort of a game... until their own weapons rose against them, and the one thing they could do before being wiped out is to wipe all memories about them and their world from said weapons' minds.
  • Aerith and Bob: Played with. SCORPIO is possibly the only droid in the extended universe with a proper name, rather than a serial number. Also see Family Theme Naming below.
  • Artificial Intelligence: For a droid, goes without saying. But SCORPIO is rather unique in that she was designed to eventually achieve this from the beginning, rather than appearing to be a side function requiring a restraining bolt like most other droids. She even dislikes being called a droid, considering it to imply she is someone's tool or property.
  • Ascended Extra: As the last party member for the Agent storyline, she is ultimately a relatively minor character. She receives greater story significance in the Fallen Empire/Eternal Throne storyline.
  • Can't Kill You, Still Need You: You can convince her that having you around will be more beneficial to her self-improvement than simply stabbing you in the back. Most notably, after you give your speech to the crew in the ending, they all vow loyalty to you save for SCORPIO.
    SCORPIO: I'm not done with you yet...
  • Character Death: She can be killed in Eternal Throne if the player chooses not to let her merge her personality with Iokath.
  • Continuity Snarl: A Star Cabal member born 800 years ago claimed to have seen SCORPIO's creation but in Knights of the Eternal Throne it is established that SCORPIO was created at least 3000 years ago.
  • Creepy Monotone: She's always talking in a calm monotone voice, save for when you really piss her off.
  • Defeat Equals Friendship: If you define 'friendship' as programming that won't allow you to purposefully harm someone.
  • The Don: As the Lady of Sorrows.
  • Family Theme Naming: The names SCORPIO, GEMINI, and ARIES are all parts of Earth's horoscope. They have no meaning outside of Earth.
    • Doubles as Meaningful Name. SCORPIO makes no bones about using people to achieve her ends and then discarding them. GEMINI is a mass-produced AI for the Eternal Fleet. And ARIES doggedly continues the war games his creators started, showing both stubbornness not unlike a ram and sharing homophonic names with the Greek God of War, Ares.
  • Fembot: Her chassis has a very curvy and feminine build.
  • Gameplay and Story Segregation: First she fights you with a blaster pistol and her super-strong body, then suddenly switches to a techstaff once recruited. However, as of Fallen Empire she can use blaster rifles.
  • Genius Loci: Depending on the player's actions in Eternal Throne, she can abandon her original body and merge her personality with her homeworld, Iokath.
  • Hartman Hips: Despite being a robot and all. The male Agent can even comment on it.
  • It's Personal: Hints at this in the Fallen Empire content against Arcann. She believes that GEMINI, the AI used to control the Eternal Fleet was based off of SCORPIO, though in actuality the two simply share their code source from something called "The Luminous Engine".
    • According to ARIES, SCORPIO is from Iokath, the planet where the Eternal Fleet, the Gravestone, and the GEMINI droids were made. They were weapons designed by the world's creators, who used the weapons they made on randomly selected worlds as part of some war games to get design feedback. Iokath was possibly always a sovereign planet, Valkorion didn't control it.
  • Kick the Son of a Bitch: She, along with the GEMINI droids, the Eternal Fleet, and the Machine Gods turned against their creators, though they deserved it.
  • Mechanical Evolution: SCORPIO was designed with "heuristic self-improvement" and to "iterate on functionality." Her conversations also lead to her upgrading herself to better deal with the wider galaxy beyond Belsavis. The end of her story arc in Eternal Throne can result in her becoming one with own homeworld.
  • Precursors: She was built by them, along with Iokath, ARIES, the GEMINI droids and the Eternal Fleet.
  • Really 700 Years Old: Her exact age isn't clear but she's at least 3000 years old.
  • Residual Self-Image: In her penultimate companion mission, she projects herself as a hologram. She apparently imagines herself as a bald, dark-skinned human woman with elaborate makeup. (Or perhaps this is just one more attempted manipulation, and/or her idea of A Form You Are Comfortable With.)
  • Shipper on Deck: In Fallen Empire, if the male Agent is romancing Kaliyo, he asks SCORPIO if she knew Kaliyo was Firebrand. SCORPIO responds with an ambiguous comment that suggests she did and brought her to the Alliance's attention so they could get back together.
    SCORPIO: It pleases me to see you partnered again.
  • Shout-Out: Is visually based on the android Maria from Metropolis. Becomes Foreshadowing when she seizes the Eternal Throne, which bears a remarkable resemblance to Maria's. She believes that GEMINI, the AI used to control the Eternal Fleet, was based off of her, though in actuality the two come from the same source.
  • The Starscream: She freely admits that she plans on killing you slowly and painfully if she were to get the chance.
    • She does come around, though, if you decide to help her out with her whole "heuristic self-improvement" thing. She decides it would be more interesting and rewarding for her to stick around, and perhaps observe your offspring.
    • Ultimately does pull this off in Chapter XV of Fallen Empire. However, at the end of Chapter XVI she hands the throne over to Vaylin and decides to stick around as The Dragon. In Eternal Throne, it's revealed she's also using Vaylin to get back to her homeworld, Iokath.
  • The Sixth Ranger: She is forced to join your crew late in the game and she is none too happy about it.
  • Tsundere: ...sort of. It's rather hard to describe. She'll casually talk about killing you, but responds very well to compliments and gifts with what appear to be sincere thankfulness and appreciation. She is just largely unconcerned with you, treating you with equally neutral disdain and politeness, until you reach full affection and her last conversation, wherein she has come to respect you.
    • The change in SCORPIO has elements of gaining perspective on the relationship she has with the Agent. She comes to accept that being with them is a unique life experience that is unlikely to present itself again. Because she's a robot and effectively immortal, she intends to capitalize upon this and see it through the end. From her viewpoint, several decades with the Agent will pass in the blink of an eye... thus her interest in also watching the Agent's offspring to help make the situation last (and perhaps unspoken restitution to the Agent).
  • Turned Against Their Masters: She turned against her creators, but considering they conducted experiments on other races, played wars just like it was some sort of a game - and the one thing they managed to do before their end was to wipe out all their creations' knowledge of them and their origins - they deserved every part of it.

Supporting Characters

Sith Empire



Voiced by: Francis Guinan

"This isn't glamorous work. We're sanitation workers—we clean up after the military and the Sith and do the jobs no one else will. Without us, though, the Empire falls apart. So we do whatever is necessary—even if it's thankless and ugly."

The head of Imperial Intelligence. A ruthless and pragmatic man who is only known by his codename. He has managed to maintain his position for over a decade, a difficult accomplishment considering his employers.

  • Anti-Villain: Type I. He's not a particularly nice man by any means, but he cares for his agents as individuals, and his disapproval of Light Side agents comes from the fact that he thinks they're naive and going to be broken. Just before the finale he expresses regret for the things he's done in service to the Sith, and states he never lost sight of his goal to make the Empire a better place all the while acknowledging that he's ultimately failed.
  • The Atoner: As of "Shadow of Revan", he's trying to undo some of his mistakes. Most notably, he gives Shara Jenn the chance to chose her own path in life.
  • Benevolent Boss: At least by Imperial standards, while largely professional and detached in his dealings with the Agent, he's mostly fair and reasonable and it's implied that he does show some care for their basic well-being, such as his concerns with a Light-sided Agent and their dealings with Jadus. When confronted with the fact that he authorized their brainwashing, he's fairly honest about what he did and doesn't expect forgiveness.
  • Dead Man Switch: The Sith allow him to retire peacefully after he goes rogue in the Imperial Agent's endgame because they fear that he's arranged for compromising documents to be released in the event of his death. It's heavily implied that he just straight-up blackmailed the Dark Council into letting him retire.
  • Everyone Calls Him "Barkeep": His real name is classified, so he is referred to by his code name, "Keeper". Upon his promotion he becomes known simply as the Minister of Intelligence.
  • Evil Brit: Although whether he is truly evil is up for debate, he is still on the "bad" side. In Shadow of Revan however, he speaks with an American accent, likely as part of his retirement.
  • A Father to His Men: He has the failsafe installed in Cipher Nine's brain rather than have him executed by the Sith, breaks Kaliyo out of prison after she has been arrested, and comes out of retirement to rescue Watcher 2 after her capture by the Republic.
  • Hypercompetent Sidekick: A lot of Imperial Intelligence's work involves cleaning up the messes made by some of the more reckless Sith. While Keeper is not particularly fond of the Sith, he is at least careful enough to try and avoid getting on their bad side.
  • I Did What I Had to Do: His opinion of the more unsavory things Intelligence has done. In particular, brainwashing the Agent to reassure the Sith they will pose no threat.
  • My Master, Right or Wrong: It's implied he believes the Sith should stay out of Intelligence affairs, but isn't stupid enough to actually voice that opinion in the presence of others, since he frequently reminds the Agent of the danger of that sort of talk, but never actually disagrees with the sentiment. In your final conversation with him, you can get him to admit that he considers the Sith to be obstacles.
  • Noble Demon: He tends to avoid doing evil things unless directly forced into it by the Sith. His ruthless reputation seems to be the image he's cultivated for himself to survive in his position.
  • One Last Job: In the Agent's personal mission in Shadow of Revan, he comes out of retirement and recruits you to settle some old business: namely, rescuing Watcher Two.
  • Only Sane Employee: Notes that between the Sith's power-plays and the military's incompetence, it falls to Imperial Intelligence to actually keep everything in the Empire running properly.
  • Put on a Bus: After Chapter 1, he gets promoted to Minister of Intelligence and his duties are taken over by the former Watcher Two.
    • The Bus Came Back: In Chapter 3, things have gotten dire enough that he starts to intervene again. He makes an appearance in the Agent's personal mission in Shadow of Revan.
  • Pragmatic Villainy: He tends to prefer an even-handed approach; doing whatever it takes to complete a mission efficiently but also not using violence as a crutch.
  • Reasonable Authority Figure: He takes the threats that come up seriously, and has Intelligence follow up on all the intel the Agent brings in. He also provides the Agent with all the support personnel and equipment s/he needs, including the Agent's Cool Ship. He does authorize your brainwashing, but if you call him out on this, he points out that the only alternative that the Dark Council would have accepted was your execution. He also shows some basic concern for the Agent's well-being, even asking Jadus to leave when they are around (not that Jadus bothers to listen to him). After Imperial Intelligence is disbanded by the Sith in Chapter 3 he calls in every favor he has to secretly rebuild it just to give The Agent a shot at taking down The Star Cabal and save the Empire that just discarded him. In the ending, he offers to use the Black Codex to allow the Agent to protect the Empire in their own way.
  • Rogue Agent: Rebuilds Imperial Intelligence, without Sith knowledge or approval, after they had disbanded it.
  • Shadow Archetype: To General Garza on the Republic side since he handles the Empire's special operations group. Both are known for ruthlessness and have issues with their superiors (Keeper deals with the Sith while Garza deals with Obstructive Bureaucrats). The main difference is that while Keeper is primarily a Reasonable Authority Figure who favors professionalism, Garza is a General Ripper who favors brutality.
  • Shrouded in Myth: Little is known about him other than his appearance.
  • Silly Rabbit, Idealism Is for Kids!: Chastises the Agent for trying to be an idealist in this line of work, though it's more that he's worried about them potentially burning out. However, one of the reasons he encourages the Agent to take his offer to use the Black Codex is so that s/he is free to practice their idealism on their own terms.
  • The Spymaster: He's the head of Imperial Intelligence. Eventually he's promoted to Minister of Intelligence, which means Watcher Two takes over.
  • What the Hell, Hero?: Will call the Agent out if they destroy the Black Codex as they just ruined a ridiculously useful bargaining chip that he was going to give to them anyway.
  • With All Due Respect: Being aware that A. the Sith tend to make a mess of delicate operations and B. most of them are both incredibly powerful and dangerously unbalanced, a lot of his protests to them fall under this.

    Watcher Two 

Watcher Two/Keeper (Real name Shara Jenn)

Voiced by: Mary Stockley

A data analyst of Imperial Intelligence. She is the product of an Imperial eugenics program designed to create the ultimate data analyst. She serves as mission control for the Agent. A minor romance option for male Agents.

  • Back for the Dead: In the Nathema Conspiracy storyline, if the Agent was a double-agent for the Republic then Watcher Two joins the Order of Zildrog in order to kill you and later ends up being one of the sacrifices to awaken Zildrog.
  • Brainwashed: A relatively mild example (on the surface, anyway). Along with a eugenically-enhanced brain, she was given loyalty programming that results in her getting a massive headache from even doing unofficial operations, let alone disobeying an order. After being saved in the Agent's personal quest in Shadow of Revan, Keeper plans to undo her brainwashing so that she can live her own life.
  • Defrosting Ice Queen: Initially rejects a male Agent's advances, but can ultimately fall for them.
  • Defusing The Tykebomb: After rescuing her, the former Minister of Intelligence sends her to a special clinic so that her brainwashing can be undone. She admits to being reluctant about this, to which you can point out that's simply the brainwashing kicking in. She points out she's smart enough to know this, and that doesn't change that she is still programmed to be reluctant to be deprogrammed.
  • Designer Babies: She is a product of the Empire's eugenics program.
  • Fantastic Racism: Seems to be uncomfortable about aliens. Especially Kaliyo. Then again, she has no problems with the Agent, but when first meeting a nonhuman Agent does get a pretty blatant "You Are a Credit to Your Race" in. (The Agent can point this out, to which she says she didn't realize you were so "sensitive".)
    • Especially evident if pursuing her romance as an alien: it takes a full chapter for them to get together, as opposed to at the end of the prologue with a human. That said, she seems to warm up to alien Agents over time, romanced or not.
  • The Handler: Serves as your primary one for a good chunk of the game.
  • Mind Rape: A Star Cabal holorecording contained subliminal messages meant to attack a genetically enhanced brain. After watching it, she and her "siblings" go into comas.
  • Put on a Bus: After the events of chapter 3, Shara vanishes. It turns out that the operation to bring down the Star Cabal took a lot out of her, and in the chaos of Imperial Intelligence's dissolution, the Republic captured her. The former Minister comes out of retirement for One Last Job for you to free her, after which he's going to see she gets the best medical care available, and, if possible, deprogram her. If the Agent chose to become a Double Agent, she returns in The Nathema Conspiracy for the sole purpose of being used as a sacrifice.
  • Reasonable Authority Figure: After being made Keeper.
  • The Spock
  • The Strategist: Comes into this, especially in act 3.
  • Super Intelligence: Informed Attribute: Is decribed this way, but many of her decisions make it a dubious claim.
  • Unequal Pairing: Subverted. She dumps you after she gets promoted to prevent the problems that would arise from this.
  • Voice with an Internet Connection
  • What the Hell, Hero?: She calls you out big time if you side with Jadus.

    Darth Jadus 

Darth Jadus

Voiced by: Stephen Rashbrook

"Come. Stand before me, and revel in the power of the Dark Council. Allow your body to betray you. Allow your blood to boil, and your heart to slow. Everything that is not of the dark side will be purged—or it will be tainted."

A member of the Dark Council and head of the Imperial Intelligence network, controlling it through various liaisons, Darth Jadus sired Zhorrid, a daughter who would become his only known apprentice. A prominent yet enigmatic figure among the Sith, Darth Jadus was known for showing more self-restraint than his fellow Lords, rarely succumbing to the passions and emotions that powered the dark side of the Force. He is suddenly assassinated at the end of the Agent's prologue and the Agent is promoted to Cipher to avenge him.

  • Abusive Parents: Judging by the things his daughter tells the Agent, Zhorrid's childhood with Jadus was marked by constant emotional neglect and acts of casual cruelty, such as having her learn to sing and forcing her to perform in concert for hours until her throat was damaged and she couldn't sing any more before he made her his apprentice. He even has to call the Agent to confirm his daughter is dead should they side with him and agree to kill her, because he had no emotional attachment to her and so can't tell if she's dead through the Force.
  • A God Am I: Acts like he's some sort of higher being than everyone else.
  • Bad Boss: Jadus kind of straddles the line between this and Benevolent Boss. On one hand, he will shock you with Force lightning if you refuse to kneel before him. On the other, as long as you do what he says he is perfectly willing to manipulate Imperial Intelligence, the Sith and the Empire in general for your benefit.
  • But Now I Must Go: If you join him, he will leave Imperial Intelligence in your hands before withdrawing from the Empire to prepare for his future plans.
  • The Cobbler's Children Have No Shoes: Despite being an Ideal Hero by Sith standards, who believes in spreading Sith teaching to all Imperial citizens, his own daughter is a shattered mess whom he fully admits he feels nothing for and set up to fail, as he only ever saw her as a disposable pawn in his gambit to spread his vision across the Empire.
  • Climax Boss: Of Chapter One of the Agent's story.
  • Control Freak: Wants to reshape the Empire in his image, and tends to Mind Rape those around him into docile slaves who see the world as he does and obey his every whim.
  • Cool Mask: Like most Sith, he wears a face-obscuring mask. It's not unique, instead being one available for Inquisitors (and even Vector can equip a similar-looking helmet).
  • Dystopia Justifies the Means: When the Agent meets with him after Hutta, he states that he wishes to share the Sith ideas with every citizen of the galaxy. If you side with him at the end of Act One the game lampshades this as the final mission in said Act is titled Tyranny Triumphant.
    Jadus: I believe we should spread the ways of the Sith throughout the Empire entirely. Plant terror and hatred in every heart. I believe in the democratization of fear.
  • Enigmatic Minion: Nobody knows much about him, not even his Sith colleagues. In fact, he was uninterested in concerning himself with the squabbles and power struggles so common among his people, instead focusing his influence on the Imperial Intelligence network. Couple that with his tendency to contract outsiders who had earned their own reputations for intelligence missions rather than other Sith, and he's inadvertently fostered a sense of unease and distrust among his peers.
  • Equal-Opportunity Evil: As stated above, Jadus is unlike most other Sith in that he doesn't look down upon non-Force users simply because they lack the ability to use the Force and has no problem with making capable Muggles his most-trusted lieutenants and operatives. In fact, he even wants to spread the teachings of the Sith to everybody, Force and Non-Force users alike. He also lacks the Fantastic Racism rampant amongst the Sith. If the Agent is an alien, he will use the fact that species won't matter in his new Empire to tempt the Agent to join him.
  • Evil Brit: Like all other Sith.
  • Evil Counterpart: One could analyze the narrative and find that he is one to Darth Vader. Like Vader, he is a masked Sith Lord with a deep voice whose power is second only to the Emperor of their times, and who both have ambitions to betray their master (although their methods are VERY different in that Vader is far more hands-on), and out of all of their master's minions, they are the ones most likely to succeed in doing so, and if they succeed, they will impose their ideology onto the empire. Where they differ is how they treat others, and what that ideology entails. Jadus only cares about himself, and sees Zhorrid as nothing but a pawn to be discarded after her usefulness is at an end. Vader has a serious case of self-loathing, and wants to protect Luke no matter what, even if it leads to his own demise. Jadus wants to create an empire of fear for the sake of his power, while Vader is a Well-Intentioned Extremist who wants to bring order to the galaxy.
  • Evil Mentor: He does seem to be genuinely fond of the Agent, puts them on the fast track for promotion after returning from Hutta and is perfectly willing to make them his Dragon.
  • The Faceless: According to his entry in the Encyclopedia, no living being has ever seen his face before. Even his mask doesn't translate to something recognizable as a face. His daughter Zhorrid says she's seen it, though.
  • Faux Affably Evil: Jadus is always rather reserved and polite when speaking with the Agent and is generous with both the praise and the rewards for your service. It is implied that he actually does like and respect you to some degree. Despite this, his plans involve instilling a doctrine of fear and using a bunch of Kill Sats on Imperial civilian locations as a means of doing so. His mistreatment of his daughter likewise diminishes his affability.
  • Faking the Dead: Turns out he didn't go down with his flagship and has been pulling the strings all through Act I.
  • Ideal Hero: From a Sith perspective. He has strong emotions which give him immense Dark Side power, but he doesn't allow those emotions to drive him into stupid or self-destructive behavior. He is properly meritocratic, caring only if someone can get the job done with little to no bias against aliens or the force blind. And finally, he harshly punishes failure, but is equally rewarding of success. He is, in short, nearly the perfect Sith, having all the strengths of their philosophy with none of the weaknesses it usually brings. Even Valkorion calls him not only the best Sith in the Empire, but the best Sith the Empire has ever had.
  • Informed Ability: Stated to be second in power only to the Sith Emperor. Gameplay and Story Segregation aside, the fact that Cipher Nine—a fresh imperial agent—can come out of a battle against him alive says otherwise.
  • Karma Houdini: Ends up as this in almost all scenarios. Even if don't you side with him outright, fighting against him will usually simply result in him simply retreating from the galaxy to enact his plans another day. The only true aversion requires the Agent to Shoot the Dog by activating the Eradicators as if intending to join Jadus, but instead use the time he's distracted to set a trap and sabotage his ship while Watcher Two calls for reinforcements, which ultimately results in Jadus being arrested.
  • Lack of Empathy: He seems to display very little emotion, to the point that some people in the Empire wonder if there's an actual human being under that mask. According to Darth Zhorrid, he didn't smile at her singing rehearsals when she was young until she was no longer able to sing.
  • Large and in Charge: Despite being a shadowy spymaster and a Sith Sorcerer who makes good use of Force lightning, Jadus has Body Type 3, meaning that he has a large, muscular frame and towers over most characters.
  • Killed Off for Real: Supposedly dies from a terrorist attack. His daughter replaces him as a member of the Dark Council. But he actually survived and faked his death.
  • Kneel Before Zod: Orders the Agent to kneel before him. Defiance comes with a dose of Force lightning.
  • Know When to Fold 'Em: Surprisingly, it is possible to simply talk him out of carrying out his plan by pointing out how you can foil his plans even if he kills you.
  • Meaningful Name: An anagram of the biblical Judas who is willing to betray the Empire in order to rebuild it according to his personal vision, which also sounds like jade, as in jaded — from a Sith who's both one of the most idealistic about Sith ideology while also being the most cynical about his fellow Sith, while also being a perfect example of why Imperial Intelligence veterans like Keeper are so weary, with the government they ostensibly serve actively undermining their work.
  • The Man Behind the Man: To the Eagle.
  • Never Found the Body: Because it was vaporized in a starship explosion. Or so it appeared...
  • Never My Fault: Blames his daughter Zhorrid alone for her "weakness" and instability, not himself (as her father and master) for pushing her past the breaking point to begin with.
  • Offing the Offspring: If the Agent sides with him, the Agent is ordered to kill Zhorrid so Jadus can reclaim his seat on the Dark Council.
  • Pragmatic Villainy: While still an evil psychopath, Jadus avoids the more self-destructive traits of most Sith. If you manage to outwit him, he'll be willing to negotiate for a retreat whereas other Sith in his position would have went through a self-destructive Villainous Breakdown.
  • Reasonable Authority Figure: Jadus lacks the emotional outbursts typical of Sith and is portrayed as very calm and rational. This is evidenced by the fact you can talk him out of his plan and later on, if you sided with him, he is one of the few Sith who believe you about the Star Cabal and helps Keeper go behind the Dark Council's back to go after them. He also doesn't look down on you or other Intelligence operatives because you lack the ability to use the Force.
  • The Spymaster: While Keeper's the one officially in charge, Jadus is the one making him do what he wants.
  • The Stoic: He's always in control of his emotions and speaks primarily in a Creepy Monotone. His power as a Sith, however, implies that the Dark Side emotions beneath his calm exterior must be quite strong indeed.
  • Talking the Monster to Death: With the right words, the Agent can convince him that his plan is doomed for failure, upon which he'll willingly surrender his ship and his weapon and states that he now both despises and respects you.
  • Villainous Breakdown: If you start to succeed in talking him down, he'll eventually start dropping his stoic mannerisms and become visibly agitated. However, he recomposes himself once he realizes that you've outwitted him.
  • Villain Has a Point: The current state of affairs in the Empire, with minor civil wars breaking out because of Sith power plays all the time, is weakening the Empire. The rampant anti-alien bigotry is holding the Empire back. This evidenced in the Inquisitor and Warrior storylines and Darth Marr says as much on Makeb. The Empire would definitely benefit from increased unity and a stronger common purpose along with kicking the institutionalized racism to the curb. Whether that is worth the price of terrorist attacks using weapons of mass destruction is another matter. That said, his experimental attempts at creating his perfect society reduced his followers to near-feral fanatic lunatics capable of little more than suicidally charging his enemies with blunt objects.
  • Villain Takes an Interest: After your successes on Hutta and Dromund Kaas, the Agent ends up earning Jadus' favor.
    Keeper: Congratulations, you just made a friend on the Dark Council. I don't envy you.
  • Visionary Villain: He wants a stronger, more united Sith Empire, free of the political squabbling and petty power plays that currently define Sith politics.
  • Übermensch: "Herald of a new era." This new era is one in which all Imperial citizens are united through terror.
  • Walking Spoiler: Just Googling his name reveals most of the plot for the first Chapter of the Agent's storyline.
  • Walking Wasteland: Just being in his presence can start to damage people's bodies from the sheer Dark Side corruption he exudes.
  • What Happened to the Mouse?: Even if he survives Act I, he still disappears after Act 2 to pursue mysterious other plans and seemingly takes no part in any of the expansion content, apart from relaying the occasional message to the Agent if you chose to become his Hand.
  • We Can Rule Together: He gives the Agent the chance to work for him, a chance that you can take, becoming the Hand of Jadus and eventually rebuilding Imperial Intelligence to directly serve his ultimate vision.
  • Worthy Opponent: How he views the agent if you persuade him to give up the codes.
  • Xanatos Gambit: Jadus pulls one off on the Agent at the climax of Chapter 1. Jadus has half the codes to his super weapon, and the Agent has the other half. If the Agent refuses to enter their codes, the weapons will fire randomly and kill millions. If the Agent enters their codes to disarm the weapon, Jadus will then have the codes and simply kill the Agent and reactivate the weapon. Either way, Jadus wins, unless the Agent can figure out how to Take a Third Option. (And even then, unless you take the right third option, he'll simply retreat from the known galaxy, implicitly intending to return later, ultimately making the Agent's triumph more of a setback than a real victory.)

    Watcher X 

Watcher X

Voiced by: Nicholas Boulton

A product of an Imperial eugenics program. The individual codenamed Watcher X was a member of Imperial Intelligence until he was deemed unstable and sent to the Empire's Shadow Town prison on Nar Shaddaa. He is ordered to help the Agent with their business on Nar Shaddaa.

  • Ambiguous Situation: It's not clear exactly what kind of implant Watcher X put in the Agent's head that allows him speak to them during their brainwashing, especially from beyond the grave. Artificial Intelligence? A backup of his own consciousness? Is he just a ghost? A hallucination? A manifestation of the Agent's own subconsciousness?
    • For that matter, is he a deranged, ruthless terrorist like Imperial Intelligence claims? Or is that their cover story because He Knows Too Much and/or he's too smart for them to control? Considering what they do to a loyal Cipher Nine later... Again, you can ask, and no one elaborates.
  • Book-Ends: If you choose to prevent his escape, he begins your final confrontation by saying aloud your analysis of the situation. He did the same thing when you first met him.
  • Chekhov's Boomerang: Watcher X himself, but also the implant he gives The Agent toward the end of the Nar Shaddaa mission becomes very important again in Chapter 2.
  • Creepy Monotone: He always speaks in an unnervingly calm voice.
  • Designer Babies: He, along with Watcher Two, were the result of the Empire's eugenics program.
  • Evil Brit: He's an Imperial, though he's less evil and more manipulative and shady.
  • Evil Counterpart: To Watcher Two, as they are both graduates of the same eugenics program and serve as the Agent's Mission Control.
  • Foreshadowing: If the Agent asks if anyone else has ever received conditioning similar to Watcher X's before, he'll cryptically say yes then change the subject. This becomes important in Chapter 2.
  • Gone Horribly Right: The Empire wanted to genetically engineer the perfect Watcher who could see connections and predict outcomes no one else could. It worked just a bit too well resulting in a paranoid sociopath.
  • Pragmatic Villainy: He's pragmatic and resourceful to a fault, and can be helpful or ruthless depending on what the situation calls for, without any regard for morals or sentimentality.
  • Properly Paranoid: Everything he says about Imperial Intelligence techniques for controlling their own agents and how agents always end up like him turns out to be true.
    • The extent of the Star Cabal's involvement in every aspect of the war, -as well as all the ongoing plots by the Emperor, the various Sith, SIS, the Hutts etc.- opens the possibility that he was right all along and that the connections that he saw, which got him locked up in Shadow Town, were actually there and not the result of his imagination.
  • Shadow Archetype: Lampshades this during his first meeting with the Agent, noting that his fate could very well be their own, if and when Imperial Intelligence no longer finds them valuable as an asset.
  • The Sociopath: Implied. He's polite and helpful enough, but doesn't seem to feel strong emotions, and doesn't let little things like empathy or morals deter him any. In Chapter 2, his disembodied voice tries to convince you to murder a number of innocent Imperials just doing their jobs and Make It Look Like an Accident to cover your tracks. Doing so results in hefty Dark Side Points, and if you refuse to do so he almost sounds frustrated with your soft heart.
  • Spirit Advisor: In Chapter 2, long after his demise, following the Agent's brainwashing. Exactly what is going on is left ambiguous, though several explanations are floated between the two of them.
  • The Stoic: He avoids overt emotion and is generally direct in his dealings with you.
  • Voice with an Internet Connection: On Nar Shaddaa. And later, in chapter two, from inside the Agent's own head.

    Darth Zhorrid 

Darth Zhorrid

"I earned my place on the Dark Council, and I won't share my father's fate."

The daughter of Darth Jadus, Zhorrid is insane even by the standards of the Sith. She succeeds her father as a Dark Councillor after his sudden assassination.

  • 0% Approval Rating: The only reasons she's on the Dark Council is because the other Councilors believed that she knew Jadus' secrets. When it becomes apparent that she doesn't, she loses all of her political clout. Even Keeper, who makes a habit of not judging the Sith, is not afraid to call her insane.
  • Alas, Poor Villain: The Agent can express sympathy for her after learning how much Darth Jadus screwed her over.
  • Bad Boss: She has no regard for the lives of her subordinates and sacrifices them at a moment's whim.
  • Blofeld Ploy: Downplayed. If the Agent mouths off to her, she concludes that she needs to punish Keeper for not teaching them respect.
  • The Caligula: Again, she's considered insane even by Sith standards. Her first scene has her trying to kill the Agent by having her "delightful bodyguard" kill you for the sake of testing you. At a later point, she orders a droid to disassemble himself as punishment.
  • Cloud Cuckoolander: Played for Drama. She's completely out of touch with reality, the implication being that Jadus' cruelty stunted her development as a person.
  • Daddy's Little Villain: Averted. Jadus never cared for her, and she flat-out tells the Agent if asked that she hated her father.
  • Don't You Dare Pity Me!: Orders a medical droid to disassemble itself for daring to give her medical advice, and harshly demands the Agent "Get away!" if they offer to bandage her wounds. She is a member of the Dark Council—she will not be insulted by receiving medical attention!
  • Faux Affably Evil: She speaks with a very friendly manner, but she's an insane and brutal Sith Lord.
  • Freudian Excuse: Her cruel, uncaring father raised her through equal parts abuse and neglect, ultimately making her the person she is now.
  • Giggling Villain: She will continue to speak in an amused, sing-song and girly manner, even whilst giving orders to kill someone.
  • Glasgow Grin: She has scars that make it seem like she is always smiling. It's implied that her father gave her these because she resisted becoming a villainous Stepford Smiler.
    Zhorrid: My father taught me to hide seething hatred behind a smile... I disobeyed.
  • Ineffectual Sympathetic Villain: It becomes clear rather quickly she's way out of her depth on the Dark Council. After her beating from the Dark Council, she sounds almost more surprised that they would do that to her than anything else.
  • Kick the Dog: After growing displeased with your lack of progress in finding Jadus' killer, she takes her anger out on Keeper and several Intelligence agents via Force lightning.
  • Meaningful Name: Zhorrid is rather horrid, isn't she?
  • Never My Fault: Is convinced whoever killed her father is responsible for the Dark Council calling her an arrogant child and beating her within an inch of her life after she called them together to demand they respect her, not herself for doing so.
    • She is right in that Darth Jadus, who fakes his own death (and so from a certain point of view killed her father) is directly responsible for her circumstances. He even admits he deliberately set his daughter up to fail.
  • Psychopathic Womanchild: She can be very enthusiastic despite being clearly insane, especially with her so-called "delightful bodyguards". Again, we know who to blame for her mental state.
  • Too Dumb to Live: She convened the Dark Council to insist they treat her with the respect she's due. In other words, she thought it would be a good idea to call together a number of incredibly powerful Sith Lords and start making demands of them. That they let her limp away with her life is surprisingly lenient of them.
  • Villain Has a Point: While she denies any wrongdoing, Zhorrid isn't wrong that her father psychologically broke her down and then failed to prepare her for life without him. She knows she's in way over her head in the Dark Council and that she wouldn't be in this position if her father had taught her what she needed, instead of treating her like an expendable pawn. Considering Jadus' plans for her, she's right.
  • Villainous Breakdown: She's prone to this especially if you side with Jadus and tell her you have come to kill her on Jadus's orders. She completely loses it.
  • We Have Reserves: She sends her bodyguards to kill the Agent upon their first meeting as a test of the Agent's strength.
  • What Happened to the Mouse?: She pretty much disappears at the end of Chapter One assuming you didn't side with Jadus and gun her down yourself. It's implied that she was killed by the other members of the Dark Council but it is never confirmed.

The Republic

    Ardun Kothe 

Ardun Kothe

A 54 year old human spymaster and former Jedi for the Strategic Information Service, the Republic's counterpart to Imperial Intelligence. He specializes in converting enemy agents into friends and creating subversion and rebellion. Much of his past is unknown, as is how he came to lead an SIS unit. The Republic believes he is the key to winning the war, and Imperial Intelligence dispatches the Agent to ensure they aren't right.

  • Arc Villain: Of Act II of the Agent's storyline.
  • Apologetic Attacker: He apologizes to the the Agent for his actions and even states he hopes he'll be held accountable some day.
  • The Atoner: Someday. For now he has a war to win. If you let him go, then he decides to become one anyway.
  • Back for the Finale: If you spared his life, he will appear again on Corellia and in the final quest of the Agent's story.
  • Evil Makes You Ugly: A rare Republican case. His face shows signs of Dark Side corruption (pronounced veins).
  • Face Death with Dignity: If the Agent requests for him to surrender, he will attempt to fight to the death instead. The Agent lures him into the Shadow Arsenal's storage room and shoots the control panel, re-activating the security systems. His last words before the automated turrets shoot him down is to begin reciting the Jedi Code in a calm meditative position.
  • Foreshadowing: When sending you to Taris to hunt down a rogue Jedi he starts acting like he is taking said Jedi's actions personally, which you can point out.
  • Hero Antagonist: While Kothe can be fairly ruthless, he's self-aware enough to not fall into Knight Templar status and compared to the Agent's other antagonists is legitimately heroic. Compared to other Jedi antagonists, he lacks the fanaticism and self-righteousness that they tend to display.
  • Hypocrite: The Empire brainwashed in Cypher 9, but only as a last resort. They never use it. Kothe does, blurring the lines between the two factions. He is fully aware of the ethical problems with his actions but still considers them justified.
  • Necessarily Evil: Kothe sees his actions as this.
  • Nice Job Breaking It, Hero!: Potentially. It's possible to play an Agent as sincerely wanting to defect to the Republic under the guise of spying for the Empire, but Kothe's insistence on abusing your brainwashing can drive the Agent back to the Empire, or at least against him personally.
  • No Place for Me There: Even though he believes he's incapable of living up the standards of the Jedi Order, he still fights for it.
  • Paper-Thin Disguise: He openly carries a lightsaber at his side, a weapon that no normal spy would use. In your final confrontation with him, he even admits that he's always been bad at hiding the fact that he's a Jedi, even calling it his "secret pride".
  • Properly Paranoid: Considering that the Agent actually is a mole, putting them under mind control was completely justified.
  • There's No Kill Like Overkill: Taking the dark side option to kill him on Quesh leads to him being locked in a room where two large turbolasers open fire on him. It gets a Gory Discretion Shot that focuses solely on the guns opening up.
  • Unwitting Pawn: To the Star Cabal. If he ever got his hands on the Shadow Arsenal, Ardun would end up starting the war he's trying to prevent. The Agent is free to point out the glaring flaw in his plan - and is apparently the first one to do so.note 
  • Villain Has a Point: The Empire really is evil and must be stopped. After the climax of Act I, his argument has quite a bit of weight.
    • Depending on the Agent's true loyalties, he might have every reason to doubt your sincerity in joining him.
  • Well-Intentioned Extremist: He seem to view himself as this. But he is judging himself by the rigid standards of the Jedi Order. Compared to a good many of the people the Agent meets he's really not that bad.
  • Worthy Opponent: Imperial Intelligence views him as this, which is why they sent The Agent after him in the first place. If you tell him that you've been waiting to fight him, he admits that he feels the same way.



Voiced by: Quinton Flynn

The codename of a member of Ardun Kothe's SIS cell. Hunter is a ruthless agent who has a bizarre hatred for Cipher Nine.

  • Alone with the Psycho: Given how smug, sadistic, and ruthless he is, and how gleefully he loves abusing the Agent's brainwashing, every second the Agent is alone with him can feel like this. At least until they manage to break their own brainwashing in Chapter 3.
  • Bait-and-Switch: After stealing a ship for him with Ensign Temple inside, he remarks how she's "easy on the eyes, and not a scratch on her. The ship's not bad, either."
  • Belligerent Sexual Tension: A lot of his interactions with the Agent, male or female, tend to come across as this.
  • Does This Remind You of Anything?: In keeping with the IA story's recurring theme of identity. Hunter adopted a male persona while working for the Star Cabal. Revealing her 'true' face to the Agent is clearly important to her. At the end, she tells the female Agent that she's "so jealous" that they seem to be comfortable leading double lives in their own skin, when she wasn't. Word of God says Hunter isn't really intended to be a commentary on gender identity and dysphoria - but the parallels can easily be drawn.
  • The Dragon: He's the enforcer of the Star Cabal.
    • Dragon-in-Chief: He's the only member of the Star Cabal that the Agent gets to interact with for an extended period of time.
    • Dragon Their Feet: You fight him after you've killed or arranged the arrests of most of the Star Cabal's inner circle.
  • False Flag Operation: Massacres an entire mining colony and tries to lay the blame at the Empire's feet.
  • Final Boss: Of the Agent's class quest.
  • Foe Romance Subtext: Flirts increasingly openly with an Agent of either gender. The male Agent can even end up sharing a Big Damn Kiss with her in the finale, complementing her as "the best enemy I could have hoped for".
  • Freudian Excuse: The Star Cabal denied her the chance to develop her own identity. "Hunter" was what resulted when she tried.
  • Graceful Loser: When he's defeated in your final confrontation with him, he acknowledges you as the superior agent and drops her disguise to show you her true face
  • The Heavy: He's your primary antagonist of Act III, but he's simply an agent of even greater forces.
  • I Have You Now, My Pretty: Any time the Agent is alone with him, he never misses a chance to abuse your trigger word to remind you of just how completely at his mercy you are. The Agent narrowly avoids getting into this for real when they override their own brainwashing just before Hunter leaves the SIS with the intention of dragging you along.
  • Jerkass: Compared to other members of Kothe's squad, Hunter is an utter ass to the Agent and is all too happy to use their trigger word on a whim.
  • Kick the Dog/Shoot the Dog: He does some very nasty stuff such as using your brainwashing to order you to kill Ensign Temple if she ever becomes a liability and wiping out an entire Republic mining colony and trying to blame the massacre on the Empire.
  • Mind Game Ship: In-universe, Hunter and the Agent can flirt up a storm while constantly trying to outwit and out-manoeuvre each other, especially after Hunter leaves the Republic and the Agent breaks their own brainwashing.
  • The Mole: Is actually the enforcer of the Star Cabal.
  • The Reveal (Subverted): During the final confrontation, Hunter states there is one thing he wants to do and deactivates the holographic field that masks his true identity. Only to show that he is a woman the player has never seen before, making the moment fall flat.
  • The Rival: Hunter is always antagonistic towards Cipher Nine and by Act III becomes their nemesis.
  • Sadist: He seems to really get off on inflicting unnecessary pain and discomfort to others.
  • Samus Is a Girl: The ending of the Agent's story reveals that Hunter is actually a woman who has been compelled to disguise herself as a man via holographic technology for most of her life. You can learn this in the finale... or you can shoot Hunter before she reveals this, and never find this out.
  • Smug Snake: He is arrogant and condescending from the first time the Agent meets him; not to mention he severely underestimates the Agent's determination, resourcefulness and other capabilities. Eventually, you get to wipe that smug little smile off his face.
  • The Sociopath: He's cruel and unempathetic compared to other SIS agents, who are all straightforward Hero Antagonists.
  • Token Evil Teammate: To Kothe's team. Not only is he by far the most ruthless member, unlike the rest of the cell, he has no qualms about exploiting the Agent's brainwashing.
  • Tyke-Bomb: Hunter has been trained as a child to be the ultimate spy.
  • Walking Spoiler: Most of the details about the character spoils much of the third act.
  • Worthy Opponent: Sees the Agent as this. In their final confrontation, he laments the fact that the two of you are on different sides and wishes that you could have been a great ally had you not been an Imperial. Whether the agent feels the same way is up to the player and drastically changes the tone of their conflict.

Other Characters

    The Eagle 

The Eagle

Voiced by: Simon Templeman

An anti-Imperial terrorist who was considered to be of little consequence by Imperial Intelligence until his organization destroyed the flag ship of Darth Jadus, killing the Dark Councilor and over 3,000 people who were on board the ship. The Agent's first task upon being made a Cipher Agent is to destroy his organization.

  • Arc Villain: Of the Agent's Chapter I.
  • Defector from Decadence: He used to be an Imperial figher pilot, until the loss of his comrades during the war made him grow to hate the Empire.
  • Evil Brit: Has the accent and the ruthlessness.
  • Face Death with Dignity: Sends his agents away to give them a semblance of hope before calmly informing the Agent he knows they're there and they will kill him, yet he feels confident that his revolution will go on.
  • In the Hood: His costume for his public broadcasts is the same type of hood that sneaky enemy types wear.
  • Living Legend: Discussed. He admits that the Eagle is a title to inspire, while he is just a man.
  • My Death Is Just the Beginning: Is Not Afraid to Die because he feels confident the revolution will live on.
  • Not So Different: If the Agent dismisses him as just a terrorist, he points out that how terrorists and undercover agents work are not so different. If he points out how he gave up his name to become the Eagle, the Agent can point out that they too gave up their name to become Cipher Nine.
  • Taking You with Me: He uses a detonator to blow himself up after being defeated. The Agent is unharmed, but is knocked out for a few hours.
  • Unwitting Pawn: To Darth Jadus
  • Villain Has a Point: His insistence that the Empire cares nothing for the soldiers who support her is shown to have merit when the Agent's reward for stopping Jadus is to be brainwashed.
  • Well-Intentioned Extremist: Sees himself as this, but whether he is or not is up to the player interpretation.
  • Your Terrorists Are Our Freedom Fighters: Says as much if the Agent dismisses him and his people as "just terrorists."

    The Star Cabal 

The Star Cabal

"Our purpose was noble. We assembled to save civilization after the Jedi and Sith nearly destroyed it!"

A mysterious organization that the Agent comes into conflict with.

  • Ancient Conspiracy: Founded in the aftermath of the Great Hyperspace War, 1,000 years ago.
  • Anti-Magical Faction: They are dedicated to the eradication of the Jedi and Sith, at least as the rulers of the galaxies.
  • Big Bad: Of the Agent's third chapter.
    • Greater-Scope Villain: They are also behind Kothe's actions in Act Two and are implied to have influenced and supported the Eagle's network, specifically the Ghost Cell.
    • They're also at least somewhat involved in all 7 of the other class stories on Corellia, and a variety of characters from those stories turn out to be members.
  • Continuity Nod: The inner circle consists mostly of characters from other storylines.
  • Equal-Opportunity Evil: The organization consists of a number of members whom are various races such as Humans, Rakata, Voss, Hutts, Gektl, Twi'lek, Droids, Sith, Nautolan, Ithorian, Selonian...
  • Expy: They bear a lot of similarity to S.P.E.C.T.R.E. from the James Bond series. Given that the Agent is roughly the Star Wars equivalent of James Bond, this is not too surprising.
  • Fallen Hero: The Cabal's methods were always extreme, but their intentions used to be good. Not the case anymore.
  • Hypocrite: They blame Force-users for causing the wars that bring untold suffering to the rest of the galaxy, but they themselves are directly responsible for countless deaths.
  • The Man Behind the Man: To the Old Man and Hunter.
  • Nebulous Evil Organisation: The Star Cabal is pretty much a rogue intelligence agency devoted to its own profit.
  • Omnicidal Neutral: They want to destroy the Republic, the Empire, the Jedi, and the Sith.
  • The Omniscient Council of Vagueness: The inner circle.
  • Villain Has a Point: They are not wrong when they say that the conflict between Jedi and Sith has caused enormous suffering to the non-force-users that have been caught up in it.
  • Well-Intentioned Extremist: The Cabal was founded in the aftermath of the Great Hyperspace War to prevent another war between the Jedi and Sith. To accomplish this, the Cabal kidnaps or kills anyone who takes an action that would lead to the Republic's rediscovery of the Empire. When this failed, they decided to trick the two sides into wiping one another out so they can rule the galaxy themselves. They claim that once this is done, the galaxy will be freed from the tyranny of force users.


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