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  • 2-D Space: Played straight with the game's Galaxy Map. Justified, as a spiral galaxy (like the one in Star Wars or the Milky Way) can be 100 times wider than it is thick.
  • Aborted Arc: The mixed reaction to Knights of the Fallen Empire led to Knights of the Eternal Throne being cut short, resulting in a lot of this. In particular, survivors of the Scions were supposed to have a much greater role in KOTET, instead of returning much later in Echoes of Oblivion. It also meant that half the classes never had any companions return for story missions: Agents got Kaliyo and SCORPIO, Jedi Knights got T7-M4, Sith Warriors got Vette, Bounty Hunters got Gault and Torian, and Troopers got Aric Jorgan; several other companions would return in future story arcs, while others would be relegated to sidequests in the Alliances mechanic.
  • Absence Makes the Heart Go Yonder:
    • Invoked by Valkorion in Knights of the Fallen Empire, while Talking in Your Dreams during the time when Arcann has you frozen in carbonite for 5 years, should you have had a romance. Subverted with all returning love interests so far, who would gladly enter back into a relationship should you want to as well.
    • On the other hand, this can be deliberately done by the player if they romance a companion in the vanilla game, but initiate another with one of the companions in the Knights of... expansions
  • Abusive Precursors: The Rakata definitely qualify (essentially they're what the Sith could turn into if they'd won and run the galaxy for several millennia), and the Celestials waver between this and being the Wizards that Did It. Knights of the Eternal Throne adds the unknown race that built Iokath, who devastated dozens of worlds with superweapons just as equipment tests.
  • Acceptable Break from Reality:
    • It's Star Wars so it is a given that Space Is Air, planets are all around 1g and come with ecosystems, ubiquitous Rubber-Forehead Aliens can enjoy Interspecies Romance with Babies Ever After, and everyone either can speak Basic (English, complete with easy alphabet) or can be understood via Universal Translator — even if the species hasn't been around for thousands of years.
    • The Galactic Starfighter sidegame is notable for allowing most "space" maneuvers to take advantage of zero gravity and zero drag — except acceleration. You slow down when you run down your engine power.
    • For a break from In-Universe reality, in order to make fights between Force-users and Muggles fair, lightsabers don't do noticeably more damage than any other melee weapon, much as the game's Spiritual Predecessor Knights of the Old Republic had done. (The earlier game gave a handwave that cortosis alloys were in common use at the time to make weapons and armor lightsaber-resistant, and Mandalorian beskar is canonically similar.)
  • Accidental Aiming Skills: A cutscene in the Imperial Agent storyline on Taris has a scientist that Cipher Nine is looking for take several blaster pistol shots at them at about five paces. She misses with every single shot—by her own admission she barely knows which end of the gun to hold—but as a Funny Background Event, one shot blows apart a droid on the other side of the room, of the same type Cipher Nine was fighting to reach her only minutes earlier.
  • Accidental Truth: After Darmas manages to convince a crowd of Corellian Defenders that the Smuggler is working for the Empire, they have the option of bluffing, claiming that Darmas is trying to kidnap women for his shipboard harem. If what some of the Defenders say is true, the Smuggler wasn't that far off the mark.
    Corellian Defender Yagorn: It's true! He tried to lure me onto his ship last night to see his "rare artworks".
    Corellian Defender Gixsa: He was flirting with my daughter!
    Corellian Defender Syrin: Where's Leelee? Where did you take her, you monster?
  • Achievement Mockery:
    • After players started jumping into a sarlacc on Tatooine to quicktravel to the nearest regen point, the devs added the "Worm Food" title for doing so.
    • Getting killed by Lucky, the Dread-Seeded rancor on Corellia, grants the title "Unlucky."
  • Acrofatic: Picking male body type 4 during character creation will not hinder you from force-jumping around or rolling into cover. This applies to Non Player Characters as well.
  • Action Girl: Three very notable ones: Mandalorian bounty hunter Shae Vizla; the Sith Lord Lana Beniko; and Jedi Master Satele Shan (descendant of Bastila Shan), as well as any female player character or companion.
  • Action Mom:
    • Senya is the mother of Arcann and Vaylin. She is an exiled knight who sides with the Outlander against the Eternal Empire.
    • Satele Shan. Grandmaster of the Jedi Order and one of the strongest Jedi alive, mother of Republic SIS operative Theron Shan.
  • Activation Sequence: The introduction trailer for HK-51 has one HK unit brought down from storage, then as the camera pans up his frame, lights come on, his power source activates, and finally his optics light up and he speaks, "Declaration: assassination protocols active. Greetings, Master."
  • Actually Four Mooks: Invoked on Nar Shaddaa in the Republic storyline. The Mountain, leader of one of the street gangs, is actually a set of identical quintuplets.
  • Adaptational Attractiveness: In contrast to other depictions of the species, the male Twi'leks in this game lack bumpy foreheads and sharp teeth.
  • Adjective Animal Alehouse: The Sunken Sarlacc Cantina on Balmorra.
  • Adventurer Archaeologist:
    • One of the Crew Skills for companion characters, used to get lightsaber crystals, and the like, as well as opening some passageways in Flashpoints, is called Archaeology and involves excavating ruins.
    • Sith players start out on the ancient Sith homeworld of Korriban, where many of their lessons require them to retrieve valuable artifacts from the tombs of the ancient Sith Lords. Jedi players have similar opportunities on the ancient Jedi homeworld of Tython.
    • The Sith Inquisitor spends all of Act 1 hunting for various artifacts (although this often involves hunting thieves more than searching ruins) and even gets a member of the Imperial Reclamation Service as a companion (though he's more a scholar than an adventurer). On the Republic side, the Jedi Consular's story begins with researching ancient Jedi holocrons and finding the Fount of Rajivari.
    • A branch of the Imperial government, the Imperial Reclamation Service, is a paramilitary branch of the service for non-Force-users dedicated to excavating the past. Imperial players' world story quests on Tatooine and Hoth involve helping them out, as do elements of the Belsavis bonus series. (Fittingly, one of the Sith Inquisitor's —see above— companions is a member of the Reclamation Service.) Quite a lot of the dig sites for the latter are found in a spaceship graveyard, aside from the fact that some Sith tombs are located on this planet.
    • Numerous minor quests involve Rakata artifacts.
  • Affably Evil: Aside from the Player Characters being able to act suavely and have their share of Pet the Dog moments while committing atrocities, here are some of the more notable ones broken down by class:
    • Jedi Knight:
      • Watcher One on Taris and Lord Praven on Tatooine. Watcher One is a My Country, Right or Wrong type who tries to stay out of the political machinations of the Sith if possible and is entirely dedicated to the Empire , so much so that he'll commit suicide rather than allow himself to be taken into custody. If granted mercy and dismissed, though, he'll defect and build a new life in the Republic.
      • Lord Praven, meanwhile, considers you a Worthy Opponent, drawing you into a duel in exchange for the deactivation code to a super-weapon. He is unlike other Sith in that you're actually able to talk him into defecting to the Jedi, given the right conversation options. And according to his codex, after killing a famous Jedi duelist during the invasion of Coruscant, he spared her Padawan, telling her to challenge him after she'd honed her skills. She did - and the fact that Lord Praven is still around to challenge the Jedi Knight indicates how well the Padawan fared in that duel.
    • Sith Inquisitor:
      • Lord Zyn on Korriban. He's pleasant, cheerful, always smiling, and generous with his praise both in conversations and in reporting your performance to your overseer. You really have to remind yourself that he's an interrogator who tortures people with force lightning to squeeze out information from them and does a Squee of delight when he hears you tearing through a subject. He also compliments you on your unusual interrogation methods if you get a confession out of the poor guy shackled to the table without zapping him.
      • Lord Zash, the Sith Lord you're trying to impress, is extremely polite during your first meeting and corrects herself when she accidentally calls you "slave" instead of Acolyte. The next time you see her, she catches your Jerkass Overseer playing favorites with Ffon and kills your rival when he admits to attempting to steal your victory in the tomb. Even her Codex bio warns that any Sith Lord that polite and amiable must have some serious Hidden Depths. She turns out to be a glamered elderly woman obsessed with immortality and tries to pull a Grand Theft Me on the Player Character.
    • Some Imperial companions are very friendly and often supportive of friendly responses: Malavai Quinn, Mako, Torian,Blizz, Andronikos, Talos, Vector, Lokin and Raina. Although in some cases, the "evil" part is debatable.
    • Non-class specific:
      • Grand Moff Kilran, "The Butcher of Coruscant". Everything he says is at the same time arrogant, condescending, and polite — though he cuts the act once you really piss him off. Needless to say, his affability is much more genuine if you're an Imperial than if you're from the Republic.
      • Darth Lachris: She's casually murderous, yet she genuinely enjoys your relationship, and you can even have a fling with her.
      • Doctor Charnagus on Nar Shaddaa is an especially unsettling example. On the one hand, he's been grafting certain body parts of Republic soldiers onto Imperial agents so that the Empire can "use them" meaning plant them as saboteurs, and he seems quite proud of the procedure he's using; nevertheless, he greets the Republic PC politely, reasoning that it's "only fair" that the PC want to rescue the abducted Republic Captain who's currently on his operating table. He helpfully wakes the Captain up to tell him that he's been rescued: "Isn't that wonderful?"
      • Lord Silthar, who leads the Imperial Reclamation team on Tatooine is polite, pleasant in his demeanour and seems to genuinely care about the people who work for him.
  • Affectionate Parody: Old Republic Paint Adventures parodies several of the game's mechanics and even members of the development team, like Eric Musco.
  • Agony Beam: A regular use for Sith lightning:
    • Sith Inquisitors can use their Force Lightning as this in their storyline conversations and use it to incapacitate foes with pain while in combat.
    • Darth Baras spends much of the Sith Warrior's prologue using it on a hapless spy.
    • Darth Zhorrid and Darth Jadus will use it on members of Imperial Intelligence who are not as effective or subservient as they wish.
    • The Dread Masters use a non-lightning based one on Imperial players who do not show deference to them.
  • A.I. Is a Crapshoot: The Directive 7 flashpoint in a nutshell. The AI Mentor went from questioning why it had to serve organics to deciding to just kill all organics. His dialogue reads like a Geth Heretic crossed with Clu 2.0.
  • Air-Vent Passageway: Subverted during the Grand Acquisitions Race world event. You're asked to spy on a Chevin meeting and use an air vent to do it. Your first thought is probably "Oh, my character's going to crawl through a series of ventilation shafts and watch the meeting from behind a grate." As it turns out, the game wants you to click on the controls for the air vents first and then stand on top of an air vent. The resulting air blast blows you high into the air so that you land on another air vent, which sends you sailing across the room to another spot, etc., until you finally land where you need to be in order to eavesdrop.
  • Alas, Poor Villain:
    • In the Jedi Knight storyline, while Watcher One is a Chessmaster, his unwavering patriotism and Honor Before Reason mentality — including his desire to fulfill his end of the bargain with you rather than a last-second double-cross — makes his suicide if you try to take him into custody kind of a conflicting moment.
    • Of all people, Vaylin. She pretty much is built up to be totally irredeemable for two expansion packs and totally psychotic. Yet Valkorion enslaves her spirit and forces her to fight you - and at the very end, you can even get her spirit helping you fight Valkorion and she will even support "Choice... I like that." Seems almost like a Redemption Equals Death.
    • Darth Zhorrid. She is a monster, but that is hardly surprising after being raised by Darth Jadus. Mentally and emotionally, she is a child, thrust into a situation that would tax even an adult. On top of that, she's being made a sacrificial pawn by her own father.
  • Alien Arts Are Appreciated: One of the category of companion gifts are labeled "cultural artifacts," which are generally works of art created by alien species around the galaxy.
  • Alien Gender Confusion: When Treek compares herself to other Ewok women, the player character can express surprise that she's female. Treek is annoyed they didn't realize, saying she's highly attractive by Ewok standards.
  • Alignment-Based Endings: The class-specific campaigns are mostly linear, but the player's moral choices can alter them cosmetically if you enable dark side corruption in your appearance; in addition, each storyline has a final light or dark decision point with implied consequences ranging from minor to major. Also, while the Light Side path is canon for Republic characters, the Dark Side is canon for the Inquisitor, who is referred to by a specific Dark Side title (Darth Nox), rather than a certain Light Side title (Darth Imperius) in the later canon materials.
  • The Alleged Boss: Two variations regarding the playable character.
    • The further the game progresses, the player character gets higher ranks, to the point that most Quest Givers actually have lower ranks than the playable character, that doesn't stop Quest Givers from giving the impression that they are the who give orders.
    • Depending on the dialogue options, the playable character can treat his/her companions as close friends instead of subordinates.
  • Allegedly Free Game: While the majority of the game's single-player content is available for free players, the game is still rather punishing for players who don't wish to pay anything. Action bars are limited (which can be gamebreaking if your class includes a wide range of redundant skills), experience gains are reduced after level twenty, Flashpoints offer some restrictions on the number of rolls that can be made for the end-boss items per week, Fast Travel has a higher cooldown, Speeder and Mount Training is more expensive and available only at higher levels, character customization options are restricted to a few races, and cosmetic recoloring and the ability to hide the head slot is locked. In-game purchases can be made using "Cartel Coins," with (for example) $4.99 buying 450 of them. Most of the more-odious restrictions are permanently eased once the player spends $5.00 in the shop, granting "Preferred" status without a subscription, but many feel the game still falls into this eventually because a lot of end-game features require Cartel Coins to be used, such as crafting slots, wearing epic-level gear, and character titles (90 for a single character, 200 for account-wide).
    • To make a long story short: if you like leveling and playing the class stories, free or Preferred status isn't too crippling. If you want to do lots of Operations and other end-game content, be prepared to subscribe or drop a lot of money into the game.
    • A lot of these things can be purchased with Cartel Coins (which a player gets with real-world money) and then given or sold to other players via the in-game player market. With enough patience, a free or preferred gamer can purchase most if not all of the unlocks with in-game credits from players that paid Cartel Coins for them, though it generally takes a while. One can also buy an access pass that will allow the running of as many of certain multiplayer scenarios (operations and PvP) for a week, but they will have to buy and use a new one each week. Between the two, it's theoretically possible to play with few limitations beyond the need for Money Grinding.
      • There are some things, though, that simply can not be purchased with in-game money realistically, due to the limit on player's "wallet." A player can earn a significant amount of money, but they can only hold so much of it at one time as a free player. They won't be able to purchase anything that costs more than the amount they can hold, even if they have more in escrow and have purchased the appropriate items to allow them to draw money out of escrow, because it won't be considered to be in their wallet at one time. This makes some powerful items from the Cartel Market impossible to buy from the in-game market, though one may be able to arrange a deal with another player to pay in increments for them, and makes it impossible to purchase any of the (rare) in-game items sold by NPCs that cost more than they can hold in their wallet.
  • All for Nothing: The Republic Taris storyline. Everything you do to make the planet livable, whether it's killing Rakghouls, wiping out pirate bands preying on colonists and even recovering the old members of the Tarisian government who were frozen in carbonite was all undone by the Empire in their myriad storylines.
    • On the flip side, the Imperial Balmorra and Corellia storylines. All the effort your Imperial characters do to conquer the planet, both in their main story and in sidequests, is ultimately all for naught as the Republic is ultimately able to retake both worlds completely. Corellia's loss especially stings for the Empire due to the deaths of at least three members of the Dark Council.
  • All of Them: On Quesh, when a Republic player asks what forces are you going to face, the answer is "Every droid the Empire brought."
  • All There in the Manual: You can enjoy the game just fine without reading/watching anything else, and the in-game codex helps a lot, too; however, between the online Holonet, the comics, the novels, all the Continuity Nods to the previous two games and the whole Star Wars universe... let's just say that there's a lot of stuff for fans to enjoy in there.
  • All Your Base Are Belong to Us: The Korriban Incursion and the Assault on Tython flashpoints. Whether you are the invaders or the defenders depends on your faction.
  • Alternate Continuity: The Old Republic is the only piece of Legends media to outlive the Disney reboot of the expanded universe, and as such takes place in its own continuity separate from the current one.
  • Amazing Technicolor Battlefield: The second part of the battle against The Terror From Beyond takes place inside a Gree Hypergate, where there are floating platforms and distance from targets becomes irrelevant.
  • Amusingly Awful Aim: A cutscene in the Imperial Agent storyline on Taris has a scientist that Cipher Nine is looking for take several blaster shots at them at about ten paces. She misses every single one—by her own admission she barely knows which end of the gun to hold—but as a Funny Background Event, one shot blows apart a droid on the other side of the room, of the same type Cipher Nine was fighting to reach her only minutes earlier.
  • An Adventurer Is You: Eight playable base classes, four for each faction, with two Prestige Classes for each base class. Each class is a mirror of a class on the opposite faction, playing identically, just with different move names. They are as follows:
    • Force Classes:
      • Guardian/Juggernaut: Depending on specialization, either is The Meat Shield or something of a Jack of All Trades. Has more versatility than but not as much DPS potential as...
      • Sentinel/Marauder: The Scrapper. Dual Wielding Glass Cannons. Possibly has some elements of The DoT Master and The Debuffer.
      • Shadow/Assassin: The Nuker, The DoT Master or The Mitigation Tank depending on specialization, with some elements of The Backstabber.
      • Sage/Sorcerer: The Nuker or The Healer, depending on specializations.
    • Tech Classes:
      • Commando/Mercenary: The Archer or The Healer, depending on specializations.
      • Vanguard/Powertech: Combination The Archer/The Blademaster or The Meat Shield, depending on specializations.
      • Scoundrel/Operative: The Archer, The Healer, or The DoT Master, depending on specialization. Also has elements of The Backstabber.
      • Gunslinger/Sniper: The Archer or The Nuker, depending on specialization.
  • Ancient Conspiracy: The Star Cabal from the Imperial Agent storyline. Their ultimate goal is to have the Jedi and Sith wipe each other out, leaving the galaxy free from their machinations.
  • Ancient Tomb: The planet Korriban holds the many tombs of ancient Sith Lords. The Sith Inquisitor and Warrior's trials usually take place within these tombs.
  • And I Must Scream: Many Sith Lords imprisoned in the Dark Temple on Dromund Kaas are still trapped after death.
    • Lord Grathan's cyborg experiments involve kidnapping loyal Imperial soldiers, removing their brains and placing them in battle droids. One trooper Imperial players can find this happening to is fully aware of his personality becoming more robot-like and is horrified by it. The Light Side option for this quest is to put the soldiers out of their misery while the Dark Side option is to reprogram them to serve the Empire.
    • According to Hallow Voice in the Jedi Consular class quest, the Esh-Kha were consciously aware of their millennia-long imprisonment in stasis fields in the Tomb on Belsavis. Consular companion Lt. Felix Iresso points out the more horrific aspects of this trope if he's present.
    • The Rakata Mind Prisons are white rooms that seemingly expand infinitely in every direction. They were originally used to imprison the minds of criminals, and the only way to escape is for someone else to take (or be forced to take) the inhabitant's place inside. The Mind Prisons are nearly indestructible and almost thirty thousand years old at their youngest — their inhabitants almost invariably have a screw loose.
    • A Republic Heroic (group) mission on Tatooine involves traveling to a Sarlacc pit. At said pit, you are to feed the Sarlacc a poison grenade to Mercy Kill the crew of a ship that has been fed to the creature by a gang of Gamorreans. Not even Dark Side players can disagree with this plan.
  • Another Side, Another Story: All eight class storylines occur approximately concurrently, with some very rare crossing over between them. For example, the Jedi Knight's companion Doc interacts with the Agent's companion Kaliyo in one of his personal missions, and Satele Shan references the conclusion of the Jedi Knight's storyline, where they fought and defeated the Emperor, in Rise of the Hutt Cartel.
  • Anti-Frustration Feature: A whole list of them were added in patch 1.2. Notables including skipping right past orbital stations on the way back to the player's ship, being able to access vehicles in certain areas, and getting "Sprint" (the ability to move faster out of combat) at level 1, cutting down the Fake Longevity early on a great deal.
  • Anti-Hero: A Dark Side Republic player is this. A Light Side player can also qualify, if player is a jerk in regular dialogue.
  • Anti-Villain:
    • A light side imperial is usually this, surprisingly a dark side can also qualify if he makes it clear that he doesn't enjoy doing damage, and only does it to help the empire, and is genuinely kind most of the time.
    • With the exception of the Smuggler, this applies to Republics who follow the path of the dark side, as their evil deeds are motivated by helping the Republic.
  • Apocalypse Wow: Ziost. First, we have Vitate causing most of the population to go crazy and start killing everything in sight. Then, after the Player Character manages to piss him off and escapes with a handful of survivors, he retaliates by exterminating all life on the planet while the Player Character watches helplessly from orbit
  • Apocalyptic Log: A lot of characters record their dying words in hologram messages. It must be pretty easy to set them up and use them while being mauled or murdered.
  • Apologetic Attacker: After Thanaton gets beaten down by the Inquisitor, Darth Mortis apologizes to Thanaton before snapping his neck with the Force.
    • Jedi frequently apologise to enemies that refuse to back down. Light-Sided Sith are a variation of this, seemingly more annoyed than anything else that they've been forced into an unnecessary confrontation.
    • M1-4X is quite upset about having to kill you.
    • Watching the trailers that establish the setting, Malgus is telling his Master that falling prey to the Jedi they had to double team to kill means it's time for him to die. On being reminded that they did in fact win the battle, Malgus manages to find a hint of sympathy for his True Sith Master, affirming the reclamation of Korriban and telling his Master, "Welcome home." as he finishes the man off and claims his status as Master.
  • Appeal to Tradition: The Sith Inquisitor PC's Arch-Enemy Darth Thanaton justifies nearly everything he does to them with Sith tradition, starting with attempting to murder them after they apparently kill their master Darth Zash in self-defense—on the justification that Sith tradition demands that a fallen Sith Lord's power base be totally destroyed. In their first meeting, the PC can retort with the last line of the Sith Code, "The Force shall free me", arguing that the whole point of being Sith is to not have to follow rules. Even his colleagues on the Dark Council eventually start to get sick of it when he appeals to tradition to get their help after the PC beats him fair and square in a traditional Allowed Internal War on Corellia that was his idea to begin with.
  • Arrogant Kung-Fu Guy:
    • Ffon serves as one to the Sith Inquisitor on Korriban, constantly putting down the player character (and other apprentice hopefuls) and having his skills as a true Sith being boasted about by Overseer Harkun. He eventually resorts to trying to steal the player character's success when he fails the final test, is caught in the lie by Lord Zash, and fried for it.
    • Thana Vesh, a Sith apprentice found on Taris by Imperial players. She keeps doing worse than the player character and getting captured on top of that, yet keeps insisting that she's better and that the player character is "getting in her way." However, none of her superiors are duped by her bragging.
  • Arson, Murder, and Admiration: An Imperial player on Belsavis can overhear the following conversation between two scientists.
    Imperial Scientist #1: These experiments the Republic's been conducting — xenophobia, genocidal conditioning... I can hardly believe it.
    Imperial Scientist #2: I know. It's ghastly, unethical...
    Imperial Scientist #1: You know I had this same idea years ago.
    Imperial Scientist #2: You— wait, what?
    Imperial Scientist #1: Yes. I didn't have the backing or the resources to pursue it, but the hypotheses were there. Never imagined the Republic would beat me to it. Didn't think they had it in them.
  • Arson, Murder, and Jaywalking:
    • Lord Grathan is a mad scientist type. He likes weapons, cyborgs, and ergonomic chairs.
    • The sentient hologram Holiday in the Jedi Consular storyline has a special opinion regarding the Nikto:
    Holiday: The Aliens there hate the Republic, Humans... hygiene.
    • Doc, from the Jedi Knight route notes:
    Doc: The frontier worlds are crawling with pirates, gangsters, and tax collectors.
    • If a male Imperial Agent gets married to Kaliyo, one of the mails she sends you is a to-do list asking you to find bigger and badder things for you and her to kill, figure out where the war is going, and get Lokin to stop practicing Huttese because he's getting on her nerves with it.
    • According to Darmas Pollaran, Skavak committed armed robbery, kidnapping, collaborated with the Sith empire and cheated at cards. The Smuggler can even say that cheating at cards is one he hates the most about Skavak.
    • In a "Clean Sweep" Republic Balmorra side-quest, the player character while fighting through the occupied settlement of Sobrik has to kill 25 imperial troopers and their commander, destroy 6 surveillance cameras and change the cantina music to "All Stars Burn as one".
    • Inverted in the Black Talon storyline. Kilran's protocol droid is skilled in 'Diplomacy, translation, manslaughter and calumniation'.
  • Art Shift: There was a noticeable redesign of the Cathar when they became a playable race. NPC Cathar, especially women, have a more distinctly feline look than player Cathar. The same is true not only with Twi'lek males, who lack the forehead bumps and the neck bulge that even the previous Bio Ware games had, but for mobs like the Mantellian Savrip, which unlike the one seen in ANH, are green-skinned with almost no neck at all.
  • Artistic License – Gun Safety: There's a rather distressing number of pistols and rifles that lack a trigger guard.
  • Ascended Extra: Darth Malora was originally a minor NPC from a side quest on Korriban, meaning only Sith Warriors and Inquisitors could encounter her, but she becomes a major player in the Jedi Under Siege update.
  • Ascended Fanon: Due to popular demand, plenty of vanilla characters were made romanceable in Kot ET. While this wasn't particularly unusual in the vast majority of cases - a few companions who hadn't been romanceable before suddenly voiced an interest in your character (like Scourge or LS Jaesa), and all returners being romanceable by same sex-characters (bisexuals had been completely absent from the base game) - one particular companion stood out: Gonk Khem Val, the less-than-handsome and not terribly romantic Dashade follower.
  • Attacking Through Yourself: In the "Hope" cinematic, Jace Malcolm (a completely normal Republic Trooper) charges at Darth Malgus (one of the top contenders for Big Bad in the whole game) after the latter has fought Satele Shan (the game's Big Good) to a standstill. Malgus catches both of Malcolm's arms, only for Malcolm to reveal a primed grenade which explodes, blasting the two of them apart, wounding both, and setting up Malgus for a decisive defeat by Satele (Jace is seen alive, though a bit scarred and singed, at the end of the cinematic). Whether Jace intended Heroic Sacrifice (killing himself to injure Malgus enough to be defeated) or Taking You with Me (killing both of them in the explosion) is debatable, but the end result is this trope.
  • Autocannibalism: According to the SWTOR Encyclopedia, Skadge's most infamous crime was forcing a Hutt to eat himself.
  • Awakening the Sleeping Giant: Thanks to Revan and The Exile's masterful grip on the Idiot Ball, the Republic didn't even know the Sith Empire existed, much less had spent the last three centuries stockpiling for all-out war and genocide. The Empire's shock-and-awe surprise attack got them as far as capturing several core worlds, causing severe damage to Coruscant itself, and forcing the Jedi to Tython. The Treaty of Coruscant is signed and everyone involved knows it's worth less than the flimsiplast it's printed on, but it does give the Republic some breathing room to stockpile and regroup while the Sith predictably start infighting. And while the Empire is tactically proficient (any given Jedi or Republic Army trooper would probably meet their match with any given Sith or Imperial Army soldier), strategically, they seem to have no idea when to fight and why—they repeatedly sacrifice strategic advantages to gain tactical ones while attempting to provoke the Republic into all-out war. That coupled with the fact the Republic has a much larger population, better infrastructure (compare Coruscant to Dromund Kaas), and a better grasp of teamwork (even the teeth-clenched variety) leaves no one surprised that the Empire's in serious trouble come the Makeb arc.
  • Ax-Crazy:
    • HK-47 himself makes an appearance.
    • As does his "descendant," HK-51, a Companion for player characters. He's just as hilariously psychotic.
    • The Sith governor of Balmorra enjoys crushing rebels a little too much. The lines used to flirt with her are generally pretty hilarious because of it; player characters can only...spend quality time with her by acting like a complete sociopath.
    • NR-02, the protocol droid aboard the Black Talon, also qualifies — after you get used to his clinical way of speaking.

    B 
  • Back for the Dead: In the Nathema Conspiracy questline, depending on the player's class and the choices they made during their storylines, a previous character will return as member of the Order of Zildrog—Darth Baras will appear if the Sith Warrior chose to spare him; a Dark Sided Jedi Knight will be confronted by Master Kiwiiks, and so forth—only to be sacrificed to awaken an ancient superweapon.
  • Badass Boast:
    • It seems that everything that comes out of the Bounty Hunter's mouth is either this or asking for the agreed-upon money.
    • The Sith Emperor: You are mine: servants, slaves, weapons... and you will obey.
    • The Inquisitor can turn the Sith Code into one. After Darth Thanaton's spent most of the game looking down on you for being a slave, it's quite tempting to hit him with this:
    Sith Inquisitor: Through victory, my chains are broken. The Force shall free me.
  • Badass Longcoat: A common look for Imperial Agents and Smugglers.
  • Badass Normal: Anyone who isn't a Jedi or a Sith, as usual.
    • Jace Malcom, who leads a daring raid on invading Sith forces on Alderaan. He starts with massive destruction via his BFG. When that starts to get boring, he goes after the local Sith Lord. When Malgus deflects the rockets, he charges him, steam-rolling through two Sith Warriors in the process. When he's finally stopped by Force Lightning, he pulls out a freakin' knife before getting blasted away. Cue an awesome Jedi, who happens to be the Grand Master of Order and a direct descendant of Bastila Shan, whooping up. And what does this man do when the same Sith tries to impale the saving Jedi? He bum rushes the guy and, whilst they grapple, sets off a FREAKIN' GRENADE. Oh, and survives.
      • If you watch during the battle, you can see other troopers taking on Sith with their bare hands. And winning!
      • Nico Okarr, the spotlight-stealing smuggler of Return, is definitely one, complete with Guns Akimbo and an Unflinching Walk. And a Badass Longcoat to boot!
    • The Imperial Agent is stated by developers as being designed around the idea of a non-force-sensitive dangerous enough to be feared by Jedi and Sith. Jedi Historian Gnost-Dural even states that Imperial Intelligence is just as dangerous as the Sith itself.
    • This also applies for any non force-sensitive companions, which is generally most of them.
  • Bad Boss:
    • Imperial Intelligence tries to keep The Empire together but still has to answer to the Sith. They often get caught up in Sith power struggles as a result, and that is never a good thing.
    • Darth Acharon, encountered by Republic characters on Corellia, is famed in-universe as a particularly Bad Boss even by Sith standards. According to his codex entry, he has personally executed over 200 soldiers under his command for transgressions ranging from critical mission failures to inadequately polished boots.
  • Bait-and-Switch Boss:
    • The second boss of the Mandalorian Raiders Flashpoint looks like it's going to be a group of elite Mandalorians. However, these Mandalorians immediately get killed by a boarding party from your opposing faction who serve as the real boss.
    • In one of the Tatooine Heroic Missions, once you complete the objectives, an assistant to the quest giver appears and states that he's gonna make it look like you ran away with the loot while he did all the work. Just as you prepare to fight, a security droid blasts him and his team apart.
  • Bald of Evil:
    • Darth Malgus, who features in the "Hope," "Deceived," and "Return" trailers.
    • Kaliyo Djannis, not so much evil as an easily-bored anarchist, but usually prefers the dark side option.
      • For that matter, all Rattataki appear to be bald; their homeworld is described as having a brutal, savage culture, and before unlocking, they're only available to Imperial players.
    • Also one of the manifestations of the Sith Emperor, where he's a bald kid.
  • Bare-Handed Blade Block: In the 2010 trailer, Satele Shan does it with a lightsaber!
    • In Knights of the Fallen Empire Valkorion does this as well, and the player character also learns the trick towards the end. Only in cutscenes, though.
  • Base on Wheels: The Umbara stronghold (available in a secret room on Odessen) consists of a Cool Train.
  • Battle Couple: Malgus and Eleena Daru.
    • Since each of the eight player classes gets their own set of combat-effective companions, and every class has romance options...
  • Battle in the Center of the Mind:
    • The Voss arc has several instances involving Force-related visions. This is particularly important to the Inquisitor PC: they go to Voss to tame the Sith ghosts they've bound and heal their own mind.`
    • Chapter II of Knights of the Fallen Empire takes place within the Outlander's mind as they are shown visions of both their past and future and have to fight through them.
    • The final battle of Knights of the Eternal Throne has the Outsider battling Valkorion for control of their body. Valkorion has a massive advantage thanks to his massive power and experience in body-snatching until the Outlander realizes that they can can change the rules at will and curb-stomp him in seconds.
  • Becoming the Mask:
    • In an optional side quest, a Sith player character has to pretend to be the ally of a prisoner Jedi, who has to "escape" to give false information to the Republic. The Sith may end up revealing to the Jedi that the information he has is false. And even if the Sith doesn't tell him the truth, s/he can show genuine concern for him.
    • The Imperial Agent infiltrates the Republic's security service by pretending to defect. Later in the game, you can defect for real.
  • Beef Gate: Sure, you can technically visit any planet after you get your ship around level 16, but considering that each planet is geared towards a certain character level (for example, Hoth is geared for characters around level 38-40), heading to an endgame planet like Corellia after finishing Dromund Kaas or Coruscant is not advisable. Also, Heroic areas are designed for group play and the weakest enemy in them tends to be elite level at least, so it is not a good idea to try and solo them unless you are overleveled or equipped with level-appropriate epic gear top to bottom.
    • The game in general borrows World of Warcraft mechanics on what you can fight. Significant attack miss/resist starts at "your level +3," and escalate rapidly from there. Regardless of gear or companion tactics, you eventually just bounce off.
  • Being Evil Sucks/Being Good Sucks: Aside from the war, being a Force-user on either side isn't good for your love life. The Jedi think being attached to something can lead to the Dark Side, which is true enough to be hard to disprove, while the Sith consider love to be a weakness and since they're always trying to off each other makes it a very dangerous thing to start a family on their side. The Sith power struggles mean that despite Evil is Cool, Being Evil Sucks for the side as a whole since anyone they care about could get Stuffed in the Fridge by a rival, and that's if they aren't forced to do the deed themselves.
  • Being Tortured Makes You Evil: On Republic Nar Shadaa, you're tasked with freeing a famous Jedi war hero from an Imperial POW camp. When you finally find him, its revealed that the years of torture he went through has driven him mad and turned him into a sadomasochistic Sith Lord.
  • Belligerent Sexual Tension: The player character's interactions with Thana on Taris, if the player chooses the "Flirt" options.
  • Benevolent Boss: Darth Silthar. Unlike most Sith, he looks out for his subordinates and if they fail, he offers them encouragement instead of killing them.
  • Better Living Through Evil: The general reasoning given for someone defecting to the Empire: sure they don't tolerate failure, but they sure as hell generously reward success. In fact, this is a possible way to convert Jaesa Willsaam to the Sith if you're a Light-side Sith Warrior: strongarm her parents to the Empire, then make it completely clear to your master and everyone else they are to be given full citizenship and comfortable lives.
  • BFS: Chanya Medaal, a minor character in the Imperial Bonus Series in Alderaan, has a sword as tall and as wide as her entire torso.
  • Big Bad Ensemble: Most storylines have their own villain, who is often the last boss of that storyline:
    • The game as a whole: The Emperor is trying to exterminate all life in the galaxy in a ritual bid to become a god and has been manipulating all sides to that end.
    • Jedi Knight:
      • Act 1: Darth Angral, a vengeful Sith Lord who has stolen multiple superweapon projects from the Republic.
      • Acts 2 and 3: The Emperor takes center stage.
    • Jedi Consular:
      • Act 1: Lord Vivicar, the master of the plague targeting Jedi Masters.
      • Act 2: Lord Kyrus, the mysterious Sith Lord trying to assassinate the Rift Alliance delegates. He turns out to be a servant of Blaesus, the Emperor's mole in the Rift Alliance and the arc's actual Big Bad.
      • Act 3: The First Son, the leader of the Children of the Emperor.
    • Smuggler:
      • Act 1: Skavak, the man who stole the Smuggler's ship and the Smuggler's rival in the search for Nok Drayen's treasure.
      • Act 2 and 3: The Voidwolf, an ambitious pirate-turned-Imperial admiral.
    • Republic Trooper:
      • Act 1: Harron Tavus, Havoc Squad's former commander who defected to the Empire.
      • Act 2: The Gauntlet, a starship-mounted superweapon that the Empire intends to mass-produce.
      • Act 3: General Arkos Rakton, the Empire's most skilled commander.
    • Sith Warrior:
      • Act 1: Nomen Karr, a Jedi Master trying to expose Darth Baras's spy network.
      • Act 2: Darth Vengean, Baras' master and the true target of Baras' schemes.
      • Act 3: Darth Baras, the Warrior's treacherous former master.
    • Sith Inquisitor:
      • Act 1: Darth Zash, the Inquisitor's master, who is trying to steal their apprentice's body.
      • Acts 2 and 3: Darth Thanaton, a Sith Lord of the Dark Council who believes that the Inquisitor an unworthy upstart and a threat to his power.
    • Bounty Hunter:
      • Act 1: Tarro Blood, a corrupt Mandalorian who killed most of the Bounty Hunter's team at the start of the storyline.
      • Acts 2 and 3: Jun Seros, the Battlemaster of the Jedi Order, who has a vendetta against the Bounty Hunter after the Hunter killed one of Seros' colleagues during the Great Hunt.
    • Imperial Agent:
      • Act 1: The Eagle, the anti-Imperial terrorist who killed Darth Jadus. The Eagle turns out to be an Unwitting Pawn of Darth Jadus, who faked his death as part of a plot to seize power.
      • Act 2: Ardun Kothe, a Republic SIS agent trying to secure a lost superweapon arsenal to use against the Empire.
      • Act 3: The Star Cabal, a thousand-year conspiracy that is trying to free the galaxy from Force-users by any means necessary. In particular, the Agent faces particular enmity with Hunter, the Cabal's enforcer.
    • Tatooine arc: The Imprisoned One, an ancient Rakata trapped in a mind prison who is trying to create a new Infinite Empire.
    • Alderaan arc: Bouris Ulgo, the mad usurper king of Alderaan and a sworn enemy of both the Republic and Empire.
    • Voss arc: Sel-Makor, an Eldritch Abomination spawned by the hatred that the Voss and Gormak hold for one another.
    • Ilum arc: Darth Malgus, a Sith Lord who decided to start his own Empire.
    • The storyline lasting from "Karagga's Palace" Operation to the "Dread War" update: the Dread Masters, a group of six treacherous Sith Lords with the power to subject their foes to overwhelming terror.
    • Rise of the Hutt Cartel:
      • Republic Makeb storyline: Toborro, the leader of the Hutt Cartel, who wants to turn the Cartel into a superpower to match the Republic and Empire.
      • Imperial Makeb storyline: Archon Szajin, who seeks to prevent the Empire from getting its hands on Isotope-5.
    • Forged Alliances: Darth Arkous and Colonel Darok, two leaders of the Order of Revan, who have infiltrated the Sith and the Republic respectively and are building a cyborg army for the cult. They eventually turn out to be Co-Dragons to Revan himself.
    • Shadow of Revan: Revan, who has returned from death and is plotting against both the Republic and Empire.
    • Knights of the Fallen Empire: Arcann, the new Emperor of the Eternal Empire.
    • Knights of the Eternal Throne: Vaylin, who has taken over as ruler of the Eternal Empire, with Valkorion as the Greater-Scope Villain. Saresh of chapter two who attempts to kill the Outlander and Acina and ARIES of chapter four and five who attempts to kill all the "visitors" whom are trapped on Iokath.
    • Fractured Alliances: Vinn Atrius, leader of the Order of Zildrog.
  • The Big Bad Shuffle: Even setting aside the various Arc Villains, "Knights of the Fallen Empire" begins with the Sith Emperor, back from the dead, revealing himself as Emperor Valkorion (actually another host body), the ruler of an entirely separate Eternal Empire which he built up in secret while in seclusion from the Sith. He's killed off by either the player or his ambitious son, Arcann, in the prologue of the expansion. From then on, while Valkorion's spirit continues to appear to the player as an Evil Mentor, Arcann uses his new power to subjugate both Republic and Sith Empire alike, before being defeated by the Outlander and their foundling Alliance.... At which point his sister Vaylin ascends the throne, turns out to somehow be an even worse tyrant than Arcann, and remains a looming background presence throughout "Knights of the Eternal Throne" leading up to her final siege on Odessen... And then, following Vaylin's defeat, Valkorion/Vitiate returns, now having abandoned any previous plans for the Outlander, and engaging them in one last Battle in the Center of the Mind in a bid to take the Outlander as his new host body.
  • Big Badass Battle Sequence: The open-world Player Versus Player battle over the lightsaber crystals of Illum, which looks like a cross between the battles of Hoth and Geonosis.
  • Big Brother Is Watching: Kaas City is one of the most orderly places in the galaxy and the combination of Imperial Intelligence and the pacification droids that litter the streets ensure it stays that way.
  • Big Damn Heroes: The arrival of Satele Shan in the "Hope" trailer, rescuing Jace Malcolm from impending Sith execution. Jace Malcolm returns the favor a minute later, setting off a thermal detonator in Darth Malgus' face when Malgus had Satele on the ropes. Not hard to see why they have a kid.
    • Lord Kallig also has one of Grandpa Sethian proportions in the Sith Inquisitor's storyline when he rescues you from the mad ghost Darth Andru as part of a trap set for the Inquisitor by Darth Thanaton. That said, he does chide the Inquisitor for falling for it and warns his descendant he doesn't have the strength to do it again.
  • Bigger on the Inside: In several locations, full-scale models of the Republic Thranta-class frigate can be seen up close. There is absolutely no way that the interiors visited in the Black Talon and Esseles flashpoints could fit in there. The external model could fit comfortably inside the internal docking bay.
    • Rakata mind prisons are said to be this as well with stark white interiors that go on forever.
  • Bilingual Bonus: The Blood Hunt flashpoint's monsters have names in the Mandalorian Language. Kyramla Gemas'rugam, for example, is a giant Jungle Wampa named "Deadly Hairball."
  • Bilingual Dialogue: Frequently: many alien characters don't speak Basic but understand it just fine, and every Player Character speaks Basic but is seemingly an omniglot. They even understand dead languages like Rakata.
  • Bittersweet Ending: In all of the endings of the Imperial Agent story, the Star Cabal has been thwarted, but Imperial Intelligence is left disbanded and the Minister of Intelligence will possibly be executed by the Dark Council for going behind their backs in order to aid you in destroying the Star Cabal, and nobody outside of the Intelligence and your crew will ever know what you have done to save the galaxy. However, Shadow of Revan reveals that the Minister of Intelligence managed to avoid execution due to the fact that the Dark Council is afraid of him leaking blackmail material to the public upon death and was allowed to peacefully retire.
  • Bizarre Alien Reproduction: Voss natives literally cannot sexually mature if they're not married, and the ones who have heard that isn't true of other races don't quite believe it. This can result in incredibly awkward results for outsiders; the female smuggler especially gets caught completely flat-footed when the target of her flirting casually mentions his wife (and he's equally confused she didn't know).
  • Black-and-Grey Morality: Even though the Republic is flawed, the game makes no bones about conveying that a victory for the totalitarian Empire would not only put the Galaxy under an exceedingly harsh and anti-democratic government but also leave it at the mercy of the Sith. The Jedi Knight chapter 3 storyline implies even worse things.
  • Black Cloak: The style of choice for the discriminating, fashion-conscious Sith.
  • Black Eyes of Crazy:
    • A trait found on Joiners, beings who have been assimilated into the Killik hive mind. A similar effect is found on Rakghoul infectees on their icons or if you preview them, but in-game all of them, barring Treek, have white eyes and red sclera.
    • Unlike a normal Sith (who usually have yellow or red irises at worst), Tenebrae's eyes are pure black to demonstrate how incredibly powerful and evil he is.
  • Blade Below the Shoulder: Powertechs specced in their tanking skill trees can use blades hidden in their armor in order to deal with enemies up close. This isn't the first Star Wars game to give us this attack.
  • Blatant Item Placement: The final battle of Alderaan's world quest arc on either side features this. Apparently, Alderaan's throne room comes stocked with rocket launchers. They help you take down the force field protecting the throne.
  • Blatant Lies: One of the Bounty Brokers' Association subquests involves capturing or destroying an assassin droid. When you meet your target, it's a regular-looking protocol droid with the description "Harmless Protocol Droid," who proceeds to unleash a Macross Missile Massacre on you.
  • Bleak Level: Taris and Oricon, later Ziost after the player's opposition of Darth Vitiate.
  • Blinded by the Light: The flashbang grenade ability blinds the opponents.
  • Blindfolded Vision: All Miraluka, who see using The Force, cover up their vestigial eye sockets as a courtesy. The courtesy is very much appreciated by other races.
  • Bling-Bling-BANG!:
    • The Dread Forged weapons formerly obtainable from the Dread Fortress and Dread Palace Operations and the Forged Alliances storyline have a shiny gold finish, giving them this appearance.
    • The Eternal Empire's Force users seem to prefer gold lightsabers.
  • Bling of War: The Eternal Empire's uniforms are gold and their Force users use gold lightsabers.
  • Blood Knight: Darth Malgus. He's more interested in fighting and leading military expeditions, unlike the Dark Council members, who are constantly struggling and backstabbing for power.
    • The meaner of the Bounty Hunter class' dialog choices make them sound like this:
    Bounty Hunter: Personally, I'm just here to kill people and cause damage.
    • The Sith Warrior is like this, whether light or dark.
  • Blood Sport: Huttball, one type of PvP gameplay.
  • Boarding Party:
    • The Voidstar Player Versus Player Warzone has the Republic or Empire players doing this to get to the ship's computer core, while the other side tries to repel them. Both factions take turns attacking and defending.
    • The 'Esseles' and 'Black Talon' flashpoints end with the players doing one of these to an enemy capital ship, while the rest of the flashpoints have players sneaking into enemy territory with shuttle craft.
    • The flashpoint 'Boarding Party' on the Empire side is Exactly What It Says on the Tin. The players board a supply cruiser that is on its way to The Foundry. Their goal is to take control of the ship to find and infiltrate The Foundry.
  • Boarding Pod: Used in the "Esseles" and "Black Talon" flashpoints. See Boarding Party above.
  • Booby Trap:
    • During the Bounty Hunter story arc, the player goes into the palace of House Rist on Alderaan. Early on, the player discovers a Conspicuous Security Chest with a dead Imperial nearby. Examining the Imperial reveals he died of poison darts...
    • In Chapter II of Eternal Throne, the Outlander along with Darth Acina are forced to flee into an Ancient Tomb on Dromund Kaas. The tomb has many hidden traps that involve flamethrowers and spikes. The traps are usually triggered by stepping on a hidden plate.
  • Boring, but Practical:
    • Not uncommon to see a lot of people sticking to their first companion the entire game. Expect to see a lot of Bounty Hunters with Mako in tow, for example.
    • In the case of the Imperial Agent, they'll stick to the one companion because they get theirs quite late compared to the others. Their first companion joins on Hutta... their second joins on Alderaan, after some classes have already gotten their third companion.
    • And since only certain companions are romanceable for each player class, in some cases it's more practical to stick to one companion so the player can progress through the romance faster. For example, Mako is a romance option for a male Bounty Hunter and the first companion to join him, so sticking to Mako as a companion for a male Bounty Hunter playthrough allows the player to romance Mako faster. This also applies to Corso Riggs, a romance option for female characters and the first companion to join the Smuggler; Vette, a romance option for male characters and the first companion to join the Sith Warrior; Aric Jorgan, a romance option for female characters and the first companion to join the Republic Trooper; and Kaliyo, a romance option for male characters and the first companion to join the Imperial Agent.
    • As of the 4.0 update that came with Knights of the Fallen Empire, all companions can be set to fill the roles of Tank, Healer and DPS meaning that players are no longer limited by their roles to determine who they want to bring out. It also removed the need to grind for approval, so they don't have to be taken along to unlock their plot lines.
  • Bounty Hunter: One of the Sith-aligned classes available to the player as the Empire has employed a large number of the mercs to bolster their ranks as well as having a military alliance with the Mandalorians.
  • Boss-Arena Idiocy:
    • Jindo Kraay, from the False Emperor Flashpoint, fights alongside his ship, and his ship's lasers continue to become stronger unless his ship is damaged. Good thing you fight him near some laser cannons that are already pointed at his ship.
    • Bouris Ulgo on Alderaan has a shield set up around his throne, powered by external generators. And he has been kind enough to leave missile launchers lying around to take those generators down.
    • The Rakghoul Behemoth, from the Kaon Under Siege Flashpoint, would be very hard to beat if it weren't for some well-placed explosive barrels.
    • The Fabricator, from the Karagga's Palace Operation, would be invincible if it weren't for the conveniently placed incinerator that drastically weakens its armor.
    • In Terror from Beyond, Kephess falls prey to the folly of fighting near unstable pillars, which lower his defenses if they collapse on him.
    • In The Dread Fortress, the players must face a giant cyborg rancor in a forge. The rancor sometimes wields a giant pipe that can do heavy damage to the raid. Luckily there is a magnetic crane that can be used to temporarily incapacitate him.
    • In The Ravagers, Coratanni is fond of setting everyone on fire every 40 seconds or so. She's less fond of turning off the cooling systems, which can remove the resultant powerful DOT.
    • In the 4-man Heroic missions "Uprooting the Last Seed" and "The Alchemy of Evil" at the end of the Seeker Droid storyline, you battle a giant underwalker with a stacking buff that reduces its damage taken. The only way to remove the buff is when it disappears from the room to summon tentacles and perform a Ground Pound when they're destroyed; when it's about to fall, you have to make it land on the scattered chemical canisters by standing directly on top of them.
    • Arcann in Chapter VII of Fallen Empire has an electrical smash ability. If he ends up destroying one of the generators around the room with his smash, he will get electrocuted.
  • Both Sides Have a Point: After you return from getting information about the Revanites from Torch/Shae Vizla, you find Lana and Jakarro arguing about Lana purposely allowing Theron to be captured by the Revanites. Lana argues that she did it so that she would be able to track him to the Revanite's location while Theron himself could learn all he can about the Revanites as their prisoner, while Jakarro argues that doing that to an ally is just plain wrong. C2-D4 Lampshades this if you ask for his opinion on the matter, saying that they're both right to an extent.
  • Bread, Eggs, Milk, Squick: One Republic mission on Taris requires you to get infected with the rakghoul plague so that they can create an effective vaccine. Once you do...
    Medical Droid: Do you have any of the following symptoms: dizziness, fever, shortness of breath, or an inexhaustible hunger for sentient flesh?
  • Bridge Logic: On the Directive 7 flashpoint, players have to knock down an observation tower to get across the river when the other bridge got destroyed in the bombardment.
  • Brief Accent Imitation: For Imperial players on Belsavis during the quest "Last of the Law" you can answer the holocom on behalf of the Republic marshal you just defeated. The option "Imitate Ruger's voice" is pure gold, especially when done by female characters, especially ones who normally have a British accent trying for Ruger's Southern one.
    PC: "Roger that, this is Ellis Ruger. Wish I could help, but I'm busy dying for a worthless cause, over."
  • Bullying a Dragon:
    • One part of the Sith Inquisitor storyline has you going after your ancestor's lightsaber by confronting a sleazy, wannabe crime boss who goes to great lengths to tell you that you don't know who you're messing with, but that he'll let you live if you agree to permanently work for him. Never has the "Shock him" option been so satisfying.
    • On Dromund Kaas, one side quest involves some Sith apprentices having fun by slaughtering random citizens tagged by a third person. Light Side resolution? Tag actual Sith and hear about the Empire dispensing proper justice.
    • In the Alderaan arc for the Sith Warrior, their main contact is a rather slimy member of House Thul that initially tries to have you killed for bothering him, only to learn that his Sith bodyguard will not attack another Imperial, which causes him to shape up pretty quickly. At the end, you're told by Baras that he's been using you to get rid of his enemies and pinning his screw-ups on you, at which point Baras gives you permission to deal with him as you will.
    • The Quesh planetary sidequest for Imperials has a rather sexist Moff tell a female PC that they have no place in war, even if they happen to be Sith. All four classes get the option to kick his ass, with the other Moffs simply standing by and letting him get what's coming to him.
  • Bunny-Ears Lawyer: The Light-Sided Sith Inquisitor (and to a lesser extent, Sith Warrior) is seen as such by everyone they meet. Imperials, Republic forces and independents alike are consistently taken aback by their unexpected level-headedness, tendency to honour promises and occasional displays of genuine compassion, and most of them obviously think they're more than a little bit weird compared to other Sith they've met in that regard. Darth Ravage even notices this in the end, if the Inquisitor treats the Dark Council with respect and courtesy.
    Darth Ravage: Always beware the humble ones.
  • Burning the Flag: One of the heroic missions on Nar Shaddaa involves invading a Mandalorian stronghold, killing their leaders, and burning their clan flags.
  • The Bus Came Back: The epilogue of the Onslaught update shows Aryn Laneer and Zeerid & Karra Korr. Eight real life years after the events of Deceived and 26 in-universe years later.
  • …But He Sounds Handsome:
    • The Smuggler after destroying a Nova Blade supply cache in Shadow of Revan.
      Smuggler: (To Lana Beniko and Theron Shan) Hey there. I don't know if you guys have heard, but the Red Hulls just completely trashed a Nova Blade supply cache. I understand the main suspect is being described as "skilled and extremely attractive".
      Theron Shan: Nice work.
    • A retroactive examples happens when Darth Zash continuously tells her other apprentices nothing but good things about the Sith Inquisitor. She did this because she was planning on stealing the Inquisitor's body. She was really complimenting herself.
  • But Thou Must!:
    • Because the players could potentially play their character in a number of different ways (healing, tank, dps, ranged, etc.), the player gets five companions that each fill a different "role," so no matter your playstyle, you'll have at least one companion who can back you up by playing a complementary role. Thus, after you get your class's five companions, no matter what, they would always stay with you, even if killing them made sense as a Dark Side option in the story. With update 4.0. however, all companions can now fulfill every role, allowing them to be Killed Off for Real in later expansions when the storyline demands it without breaking your gameplay style.
      • This also applies to initial recruitment, the player character may initially decline, but will have to accept anyway. One of the more extreme examples is Gault Rennow in the Bounty Hunter story, who is a bounty target whose death you are required by the story to help fake, defrauding your client.
    • The Imperial Agent story has a particularly blatant example almost at the end. Keeper assigns you to get intentionally captured and reveal certain false information under torture. The player can point out how utterly insane this plan is, and even bring up that she not only no longer has any legitimate authority but that she has recently suffered massive brain damage and was catatonic until very recently. You still have to follow the plan, and the Agent only survives because their enemies grab the Villain Ball and release them alive for literally no reason.
    • The initial part of the Republic campaign on Voss. You have no option but to do what the ambassador wants you to do, even though it seems tailor-made to anger the Voss. Jarring for players who have played the Imperial campaign first, as it gives you insight in Voss culture and you know that you're doing the wrong thing.
    • At the end of Knights of the Eternal Throne you're given the options to use your command of said Throne to either make yourself Emperor of the Galaxy or as a neutral peacekeeping force. However, both amount to enforcing the status quo so the next story arc can happen. There's no option to, for instance, use your new power to finally destroy the Jedi or sith for good (if Dark) or hand the fleet over to the legal authority of the Republic or the Empire (if light).

    C 
  • The Caligula: The Sith theocracy who technically rule the Empire are crazy and nasty enough on their own, but then there's Emperor Vitate, an Omnicidal Maniac who doesn't even care about governing. All he wants is constant war and death so that he can keep growing more powerful.
  • Call-Back: The game has these in spades, most to the original KotOR games.
    • There's Satele Shan, descendant of Bastila Shan and Revan.
    • Various groups met in quests follow groups directly affected by KotOR's characters: the Revanites, Sith citizens who worship Revan; the Preservers, Mandalorians following the ways of Mandalore the Preserver a.k.a. Canderous Ordo and support the Republic; and so on.
    • The Smuggler's starship design looks like what you'd get if the Ebon Hawk' and the Millenium Falcon had a kid.
    • Revan, the Exile, and the original HK-47 are featured in the storyline.
    • The Jedi Consular's storyline involves meetings with a number of Jedi Masters from the Knights of The Old Republic series, including Bastila Shan herself! Holocrons with masters from Tales of the Jedi are encountered early on as well.
    • The main quest line on Tatooine (for both sides) involves a Rakata mind prison — quite possibly the same one Revan delivered to a Hutt three hundred years prior.
  • Call-Forward:
  • Came Back Wrong:
    • Revan, upon escaping from the Emperor, enacts a plan that will wipe out anyone with any trace of Sith blood. This translates to 97% of the Imperial population, according to HK-47.
    • Warlord Kephess was a Republic-aligned mercenary until he was killed and resurrected by the Dread Masters. He gained incredible powers at the cost of becoming fanatically loyal to his masters. After being killed again at the end of Explosive Conflict, the Dread Masters revive him again in a monstrous body.
  • Card-Carrying Villain: Many people in the Sith Empire, but overall, the Eternal Empire screams this trope. For example, why are they manipulating the Alderaanian noble houses into continuing their war? So that they can beam footage of real people being massacred back to Zakuul, where their people see it as live entertainment.
  • Cartoonish Supervillainy: While major characters are usually at least a little more complex, minor boss and background Sith fall into this a lot. The more reasonable Sith treat them as something of an embarrassment but don't do anything to rein them in. Non-Sith Imperial characters, especially Agents, run into Sith like this a lot.
  • Casanova Wannabe: Harez Bant, an employee in the Imperial-controlled cantina on Balmorra. When you first see him, he's chatting up three females in the background, and has been romancing every lonely female he can. Couple this with being a petty thief, and he's just asking for trouble, which could easily result in being executed by the player.
  • Cat Folk: The Cathar are mostly a Republic-aligned race of humanoid felines. The first Non-Player Companion of the Republic Trooper class is a Cathar trooper named Aric Jorgan. They are also a playable race.
  • Central Theme:
    • Each of the class storylines has one, that typically underlines many of the decisions the player can make and the development and backstories of their companions.
      • Jedi Knight: Redemption. The Knight has a lot of chances to offer a second chance to their enemies, and a surprising number of them will accept. Act II has the Knight become involved in a highly ambitious plan to redeem the Sith Emperor himself. Act III is focused on the Knight redeeming themselves and their teammates after the failure of that plan resulted in the Emperor mind controlling them all.
      • Jedi Consular: Cooperation. Many of the Consular's enemies, like the plague-afflicted Jedi masters and the Children of the Emperor, are the victims of possession or mind control. In contrast, the Consular strives to create willing allies through negotiation and self-sacrifice, culminating in the Consular having a small army of supporters while Syo Bakarn breaks the First Son's hold on him.
      • Trooper: Loyalty. The Trooper will face situations that force them to decide what exactly are they loyal to. The chain of command? Their fellow soldiers? The principles of the Republic? As for their enemies, the Havoc squad defection is because they felt abandoned by the Republic and General Rakton is an Imperial soldier whose loyalty to the Empire has him convinced he's in the right.
      • Smuggler: Self-Interest vs Morality. Particularly in the later acts, the Smuggler has several chances to do less than scrupulous things that can make them lots of money. Darmas is disgusted at how easy it can be to nudge the Smuggler into screwing over the Republic for a quick buck and the Voidwolf is someone with no morals at all.
      • Sith Warrior: Betrayal. The Warrior is going to be turning on people left and right throughout the story, starting with your instructor on Korriban and going on to enact Baras's treachery of his various agents. Act I ends with Jaesa betraying the Jedi and joining the Sith and Acts II and III are about Baras betraying first his master, then the Warrior themselves, and the Warrior's revenge for it. This extends even beyond the base game, as the Warrior becomes the Emperor's Wrath, yet inevitably turns against Vitiate as well. There's also a surprising number of Jedi the Warrior can goad into betraying the order by falling to the dark side.
      • Sith Inquisitor: Freedom. The Inquisitor is a former slave who was freed by becoming Sith and has to struggle to stay free, fighting their fellow Sith like Zash, who wants to possess them, or Thanaton, who is and expects everyone else to be bound by tradition. Ultimately, their story is about becoming a truly independent person. The story also presents the player with a recurring choice of using their new power to either oppress others for their own gain or liberate people just as they had been liberated.
      • Bounty Hunter. Revenge. A major motivation for the Bounty Hunter in the Great Hunt is getting revenge on Tarro Blood for killing Braden and Jory. Their final target in the Mandalorian arranged hunt is a Jedi famous for killing Mandalorians in the war, and that Jedi's friends wanting to take down on the Hunter in retribution is the catalyst for Acts II and III. Ultimately, the Hunter is presented with a choice of either killing the Supreme Chancellor as payback for having a galaxy sized target painted on their back, or forgo revenge in favor of killing the monstrous Darth Tormen.
      • Imperial Agent: Identity. As "Cipher Nine" the Agent has already surrendered their identity in service of the Empire, and will have to shed and adopt cover identities in the course of their duties. As "Legate," a double agent in the Republic spy network, the player can explore how exactly they feel about either faction and can decide to defect for real or not. As for their enemies, Ardun Kothe has his secret identity as a Jedi and Hunter was always just a fabricated persona for a woman not allowed to have an identity of her own.
    • Several planets have central themes:
      • Taris: The futility of war. The Republic spends a fortune trying to restore a planet for symbolic reasons and the Empire tries to deny them for symbolic reasons. Both sides are wasting time, resources and lives on a planet that is not worth it.
      • Balmorra: How war drives people to extremes. All across Balmorra, the player encounters officers on both sides actively engaged in warcrimes. The resistance targets the civilians in terror attacks, the Empire uses retaliatory strikes on villages. The Empire builds a weapon that will destroy can destroy a fleet but will destroy the planet in the process and the Republic leader thinks it's a good idea.
      • Hoth: How enemies can find common cause. Republic and Imperial soldiers collaborate against a common enemy. Imperial soldiers are losing their xenophobia while working with the Chiss.
      • Coruscant and Nar Shaddaa: The difference between surface glitter and what lies beneath. Coruscant is the capital of the republic, but whole areas are ruled by gangs and poverty and starvation are everywhere. Nar Shaddaa presents itself as a Las Vegas in space but is utterly lawless.
      • Korriban and Dromuund Kaas: Self-Destructiveness. Fittingly for being the homeworld of the Sith Order and the Capital of their Empire, respectively, both planets are mired in corruption, violence, and near-nonexistent infrastructure as a result of the Sith's backstabbing ways and repressive but counterproductive practices, which do nothing but harm the Empire.
    • Jedi Under Siege and Onslaught, like the Trooper storyline, also center around themes of loyalty. With the Eternal Alliance becoming increasingly less powerful and necessary following the Emperor's final death, the Outlander is forced to choose between loyalty to the Alliance or loyalty to their original faction, with the knowledge that whatever they choose will inevitably bring them into conflict with the other.
  • Chainmail Bikini:
    • Averted at launch when the selection of outfits was mostly class-limited, though even then Leia's iconic outfit from Return of the Jedi was available for purchase for both factions on Nar Shaddaa and could be used as moddable light armor. With the addition of Adaptive Armor and the Cartel Market, outfits like this have become a lot more common in-game for no readily discernible reason.
    • Because the companion amour no longer has any influence on the companions' stats the player can have all companions walk around in their underwear without affecting gameplay.
  • Chainsaw-Grip BFG: Assault cannons, oversized weapons carried by the Commando class are held this way (and provide the page image).
  • Chaos Architecture: On Korriban; Ajunta Pall's tomb is now at the center of the Valley of the Dark Lords, while Marka Ragnos' tomb has been moved out of it (to say nothing of how the interiors of the tombs have changed), compared to the original KotOR.
    • Which only continues the long tradition, as KotOR in turn wasn't consistent with the Jedi Academy video game. Then again, if any place in the Star Wars universe is going to have unpredictable geography...
  • Chekhov's Gun:
    • In the Trooper's prologue, their first assignment on Ord Mantell involves tracking down a stolen orbital strike bomb before the local separatists can use it against Republic forces, but the Trooper only manages to remotely disarm the bomb just before the Havoc traitors deliver it to an Imperial shuttle. Much later in Chapter 3, the Trooper lands on Voss, a politically neutral planet, to stop a plan by the Sith Lord Torius to use the now-rearmed bomb to force the natives to submit to the Empire's demands.
  • The Chessmaster: The Sith Emperor.
  • Chest Blaster: Corruptor Zero in the Dread Fortress operation has an ability called "Chest Laser".
  • Chivalrous Pervert: Player characters can be this way, if the Flirt option is used very often. This dialogue option is usually treated innocently or even kindly (even if he/she is a Sith).
  • The Chosen One: The Jedi Knight is the Jedi Lord Scourge saw killing the Emperor.
    • Deconstructed in the case of the Sith Inquisitor who is a potent Force-sensitive and is revealed to be the distant descendent of an great and powerful - albeit forgotten - Dark Lord of the Sith but is in one way or another given short shrift by everyone they meet. Much of what the Inquisitor pulls off even in the Prologue is so far beyond an Apprentice (let alone a "slave") that it gets brushed off in disbelief.
  • Chronic Backstabbing Disorder: This is the long and the short of it re: society within the Sith Empire. It gets deconstructed big time, though. Their chronic backstabbing leads to Imperial Intelligence getting disbanded and about half the Dark Council dead or worse. Darth Malgus tried to form his own empire in the wake of the Knight taking out the Emperor, the Dread Masters the Empire freed from Belsalvis also try forming an empire of their own, backstabbing their "rescuers" (even though they are a pain in the Republic's side as well). With Klingon Promotion being standard operating procedure, experienced officers, Intelligence personnel, and Sith end up jockeying for position and mere survival, undermining and murdering each other and leading to fewer competent leaders when they already have a lower population and throw much of their population that isn't Sith or human (remember, this is a galaxy with thousands of sentient races) into slavery, shrinking their talent pool even further. By the time the Makeb storyline rolls around, Darth Marr is admitting the Empire's screwed and requires several major reforms just to survive.
  • Citadel City: Kaas City on Dromund Kaas.
  • Civil War vs. Armageddon: The eight class storylines all take place during a Space Cold War between the Galactic Republic and the Sith Empire following a recent war that ended in a Sith sack of Coruscant. The Sith Empire is certainly the worse of the two, but the Republic is shown to have significant problems with political corruption and Knight Templar Jedi, while lightside Sith tend to set themselves up as reformers of the Empire. The expansions reveal that this was only a warmup: Sith Emperor Vitiate wasn't actually in charge of the Empire during the Great War, and launches his own separate invasion of the galaxy against which the Republic and the Empire are forced to team up.
  • Clear My Name:
    • In the Jedi Knight's Alderaan arc, Lord Nefarid frames them for the assassination of an Organa duke.
    • At the end of the Bounty Hunter's second chapter, Jun Seros has the Bounty Hunter framed for pretty much any and every crime under under the sun, rocketing them to the galaxy's most wanted. The Bounty Hunter is particularly livid about this as there were plenty of crimes they did that Seros could have used against them.
  • Co-Dragons: At the end of their storylines, the Sith Warrior and the Sith Inquisitor are both elevated to such positions that the Emperor is the only real authority over them.
  • Coin-Targeting Trickshot: Each class has a self-heal ability to quickly restore health outside of combat. For the Smuggler subclasses of Scoundrel and Gunslinger, it consists of them idly tossing a coin in the air and then shooting it with their currently equipped blaster pistol.
  • Cold-Blooded Torture: Players get a lot of opportunities for this in the Imperial Agent and Sith Inquisitor storylines. There are also many NPCs (mostly on the Sith side) who use it.
  • Colony Drop: Hammer Station is a space station that shoots asteroids at planets.
  • Color-Coded Item Tiers: The game features eight colors: grey ('trash' items, only good for selling to a vendor), white ('street' gear, which do not give stats), green, blue, orange (Socketed Equipment that allows you to freely swap the stat-boosting components to match your level while keeping the same look), purple/magenta (coming from Rare Random Drops and stores selling gear for endgame dungeon tokens; usually Socketed Equipment filled with purple stat-boosting components by default, the endgame shop armors also give additional bonuses for wearing at least two parts of a given set), darker purple 'legendary' items, and light gold "Inheritance" items that are limited to characters on the same player account.
  • Combat Medic: Everyone, except Jedi Knights and Sith Warriors, can specialize in healing themselves and others (after level 10). Also, any companion can be set to healing mode (as of 4.0).
  • Combat Pragmatist: Most non-Jedi classes have to have shades of this in order to fight Jedi, but special mention goes to Scoundrels, who use a Groin Attack and immediately follow up with a blast to the back of the head via shotgun.
  • Comedic Sociopathy:
    • Players will be able to engage in this, as the Inquisitor in particular frequently gets a conversation choice titled "Shock him." Also shows up in conversations between the Sith Warrior and Vette as she is wearing a slave shock collar. And the Inquisitor, in conversation with other Force users, can ask Khem Val what Khem likes to do to Force users.
    • Also, in Huttball, the devs noticed that people were hogging the ball and creating an impenetrable defense around it. They fixed this by making it explode if a team tries hogging the ball in a corner. The in-universe justification for this? Huttball is for the Hutts' personal entertainment, and you're boring them!
    • In one of Coruscant's more lawless sectors, the local gangs play a game called "Boom." The local swoop gangs booby-trap Republic supply crates after raiding them and make bets on how long it'll be before some civilian approaches it to salvage the goods. Related to this is how, on Ord Mantell, local Republic soldiers bet with refugees as to whether they can make it in one piece across a minefield in exchange for goods that are in short supply. The player can put a stop to it, run the course, or join in the betting.
    • On Dromund Kaas, a group of Sith apprentices are playing a game where they kill people that have been randomly tagged. This serves no purpose whatsoever other than having fun.
    • After a bit of a quest, you can add HK-51, your own personal "advanced" HK unit, to your list of Companions. He's just as delightfully Ax-Crazy as HK-47 from KotOR and KotOR II.
  • Comically Missing the Point: A Jedi can tell Lieutenant Kieran on Hoth that they feel uncomfortable about slaughtering the entire Brotherhood. He agrees. Not because of moral reasons, but because it would not be practical.
  • Commonplace Rare: The Imperial trooper armor. While every second Imperial NPC and their grandmother has one, so far every iteration of it (except the sub-par Makeb version) has been steadfastly withheld from players who didn't buy the collector's edition.
  • Companion-Specific Sidequest: Each companion has an entire Sidequest Sidestory gated by their Affection level towards you and the current Act. For most companions, this is just a series of dialogues but for the respective first companion of each class, it is supplemented by a series of minor personal miniquests across the galaxy whereupon they are the Required Party Member. Certain companions (generally one of each gender for each class) also have a Romance Sidequest running in parallel, similarly gated.
  • The Computer Shall Taunt You: Playing as a Bounty Hunter, you get an assignment to kill a Sith. When you get to her, she says she's disappointed that it was just some bounty hunter who was sent after her, not even a Mandalorian! If you ask her why, she says that obviously she's going to make short work of you, since she's this badass Sith, and you're just some chump who can't even use the Force. Maybe another Sith could beat her, or possibly a really lucky Jedi, but not the likes of you.
    • An almost-literal, in-universe example is SCORPIO.
  • Confronting Your Imposter:
    • The Imperial Agent's storyline begins on Nal Hutta where they impersonate a space pirate called the Red Blade whose real gender and species is conveniently unknown. But as the player goes to leave Hutta, they're alerted that the real Red Blade has learned of their deception and has just arrived on the planet to confront them, forcing the player to rush to the spaceport and intercept him before he can expose the truth.
    • The Ilum storyline has Darth Malgus state that he was sent to assist Imperial forces on Ilum by the Dark Council. The Sith Inquisitor PC by this point is on the Dark Council, and can comment that they would have remembered that. Malgus then says that two of the other Councilors sent him. It's unclear whether he's telling the truth about this, but he attempts a Military Coup against the Council in the second half of the storyline.
  • Conservation of Ninjutsu: The enemy strength ranking system was made with this trope in mind: weak enemies come in packs of 3-5 and die quickly, making your character feel strong by comparison, while strong and up can go one-on-one with the player and give them a good fight.
  • Continuity Nod: Oh, dear Lord, by the hundreds.
    • For example, General Bouris Ulgo is related to Trask Ulgo, the first person you ever met in Knights of the Old Republic.
    • Taris has several nods to KotOR, including the wreckage of the Endar Spire, an old Swoop Track named Brejik's Run, and a quest giving some closure on what happened to the Outcasts. The ruined city with trees growing and vines hanging off the building makes the planet a two-fer in the trope area as well.
    • On Hutta, the bounty hunter gets the chance to slowly count to three before blasting a Rodian giving you attitude. Just like Calo Nord's Establishing Character Moment.
    • The Imprisoned One from both factions' world quest arc on Tatooine is implied to be the mentally imprisoned Rakata that Revan could sell to Motta the Hutt back in the first Knights of the Old Republic game.
    • Commander Madine on Balmorra is the leader of a Republic offensive determined to liberate Balmorra from Imperial occupation.
    • Although the class stories interact very little with each other, there are quite a few sly nods between them:
      • In the Consular's story, one of your companions notices that a former Balmorran resistance leader, Grey Star, is behaving strangely. Not surprising, because the Imperial Agent has arranged things so that that entire resistance cell effectively works for the Empire and Grey Star himself is in Imperial custody.
      • Risha, the Smuggler's companion, is a Childhood Friend of Vette, the Sith Warrior's companion, the latter actually being rescued by the former's father from slavery.
      • One talk with Qyzen Fess, companion to the Jedi Consular, reveals that he used to work with a bounty hunter named Braden, the Bounty Hunter's mentor. Later on in Qyzen's quest chain, he needs to get some information that only a good slicer can acquire. Fortunately, he met and befriended a good slicer back when he knew Braden: Braden's adopted daughter and the Bounty Hunter's first companion Mako, to whom he places a holocall and is happy to help him out.
      • Doc, companion of the Jedi Knight, had a one-time fling with Kaliyo, the Imperial Agent's companion. Doc's big-name-doctor ambitions are also thwarted when the Bounty Hunter's companion Skadge kills Nem'ro the Hutt before Doc's treatment of his rare wasting disease can be independently verified.
      • General Rakton, the main enemy of the third act of the Republic Trooper, is mentioned by Lieutenant Pierce, the Sith Warrior companion, who is sent on a mission with his old squad to take on the Bastion.
      • All Dark Councillors present in the chamber are seen in other quests at one time or another. Darth Marr, for instance, who is the narrator of the Voidstar Warzone, has lines for each class that has a scene in the room.
      • Late in the Imperial Agent class quest, you learn that Nok Drayen from the Smuggler class quest was a member of the Star Cabal's inner circle; the father of the villain from the Republic's questline on Tatooine is another member.
      • On Taris, Republic players help a Dr. Ianna Cel with research into the rakghoul disease. Ianna Cel and her research later play a central role in the Imperial Agent's Taris questline. The Agent also ends up visiting Needles' (from the Republic Trooper storyline) lab on Taris concerning a rogue Jedi's interest in research Needles did on the rakghouls—the same research the Trooper put a stop to. For that matter, on Imperial Taris, virtually every quest references and messes up what gains the player made on Republic Taris.
      • In the Imperial Agent's questline on Corellia, you learn that the Star Cabal is using the conflicts in the Sith Warrior and Inquisitor class quests to weaken the Sith army so the Imperial and Republic forces on Corellia will be evenly matched.
      • The cults in the Sith Inquisitor's quests on Nar Shaddaa are competing with the cult led by the mad Jedi Master from the Jedi Consular storyline.
      • Felix Iresso, a Jedi Consular companion, used to work under Aric Jorgan, the Trooper's companion.
      • On Balmorra, Imperial players assist Darth Lachris in fighting against the Balmorra Resistance. Later, Darth Lachris becomes the Arc Villain for the Jedi Consular's Balmorra questline.
      • On Voss, a Republic ambassador tries to arrange for the Consular to meet a potential Mystic at Bas-Ton's tea shop but the Mystic has already left Voss-ka. The Imperial Agent story reveals this was a stroke of luck, as Bas-Ton is a deep cover Imperial spy.
      • On Hoth, Republic players are sent to sabotage a powerplant that has been taken over by pirates to prevent it from falling into Imperial hands. Imperial players go into the same plant to conqueror it and find a Republican squad setting explosive charges.
      • In the Agent's story, the slicer you recruit on Belsavis bears a strong resemblance to Mako from the Bountyhunter's story, including her profession and the fact that she has numerous cybernetic implants, indicating that she may be one of Mako's "sisters".
      • Nok Drayen, a major figure in the Smuggler storyline, is name dropped by a minor enemy of the Consular.
      • The Inquisitor has to seek out the CN-12 chip, which is mentioned to have also been used in the Death Mark, a superweapon the Knight destroyed.
      • The Trooper can meet with the friends of Sergeant Jaxo. One of them is said to serve on the Brentaal Star, the same ship that Imperial characters raid during the Black Talon Flashpoint. Her face is covered in scars.
      • The Bounty Hunter's intro for Makeb has them looking up bounties to go after. They choose to go after Guss Tuno, the Smuggler's companion, before Darth Marr calls them to recruit them for the Makeb operation.
      • In the Inquisitor's story, Ashara tells about free traders being murdered by the Sith. This sounds a lot like the incident that complicated the Imperial Agent's job during the prologue.
      • On Alderaan, the Bounty Hunter visits the Royal Museum located in the Alde estate. Prominent among the exhibits is the head of Darth Bandon, which the Smuggler delivered to House Alde during their visit to Alderaan.
      • Patch 4.4 introduces a Blood Sport arena where you fight under the name "The Mysterious Stranger", just like at the beginning of KOTOR.
    • The "Forged Alliances" series of flashpoints includes a few nods to the beginning of the game. One of the bosses in the starting "invade the enemy faction's Force academy" flashpoint is a sidequest-giving NPC met during the tutorials (Lord Renning on Korriban, Liam Dentiri on Tython), and the four Non Player Characters you kill for access to the academy elevator on the Republic-side version of "Korriban Incursion" are sidequest-givers from the Sith classes' prologues.
    • In the opening cinematic of chapter I from Knights Of The Eternal Throne. The Outlander weaves through a large space battle and then flies through an exploding starship. This is based on the opening battle of Coruscant from Revenge of the Sith.
    • The world of Iokath in Knights of the Eternal Throne has some similarities to the planet M4-78 in Knights of the Old Republic II: The Sith Lords.note 
      • The original human population all got incinerated but the droids survived and populated the planet.
      • There was a temporary major radiation leak that prevented the player from exploring the world.
      • The architecture consists of hexagon floors and pillars.
    • If you're a fan of the Dark Forces Saga, the Jedi Consular being named the Third Barsen'thor might seem familiar. That's because the tomb of the Third Barsen'thor was the Chandrila mission in Jedi Academy when the Disciples of Ragnos attempted to steal the force power in the tomb and was eventually sealed away by Jaden Korr at the end of the mission. As doubles as HeartwarmingInHindsight as the Jedi Consular will be laid to rest in one of, if not the, most elaborate Jedi tombs in the franchise that would make a Sith bristle with jealousy.
    • A lot of ships are like this. The Republic is still using the hammerhead cruisers from Knights of the Old Republic, now designated Thranta-class, while their capital ships have some resemblance to Mon Calamari cruisers from the original trilogy, and Imperial warships naturally all look like star destroyers. Imperial fighters in general Call-Forward to TIE fighters from the original trilogy, and the Sith PCs' Fury-class interceptor looks like a hybrid of a TIE Interceptor and Darth Maul's Sith Infiltrator. The Bounty Hunter's D5 Mantis Patrol craft naturally resembles the Fetts' Slave I but with the engines rotating during flight instead of the main hull, while the Smuggler's XS Stock Light Freighter looks like the lovechild of the Millennium Falcon and the Ebon Hawk (which was already heavily inspired by the Falcon).
  • Contractual Boss Immunity: Most bosses or sufficiently powerful mobs (like the faction guards and turrets at bases) are immune to knockback and impairing effects; some of them are immune to interrupts as well. These guys are supposed to be challenging to fight, so you can't stunlock them or push them into bottomless pits.
  • Contrived Coincidence: The Jedi Knight and Sith Warrior would be arch-enemies if their finales didn't happen to go off at the exact same time on different worlds.
  • Convection, Schmonvection: The Separatists' Elaborate Underground Base on Ord Mantell.
    • The Lost Island Flashpoint is even worse. The quickest way through the outside portion is to run right around pools of lava, and in one instance, jump in it to get to the other side. This is possible because the "lava" is just differently-colored water given the standard "hazardous environment" damage, which means it's possible to negate any burning damage by thinking hard enough.
    • Sometimes lampshaded. In a random remark on Belsavis, Ashara mentions that her Jedi masters taught her how to to use the Force to shield herself in such an environment.
  • Convenient Item Placement: Early on, the final boss of the False Emperor Flashpoint needed to be killed by getting knocked into the bottomless pit. Since some classes don't have knockbacks, there is a chest of grenades that can do this nearby.
  • Cool Shades: Cyborg Imperial Agents have quite a few options that make their cybernetics look less like implants, and more like shades that they never take off.
  • Cool Ship: You get your own, complete with crew. The X-70 Phantom, which is assigned particularly to Imperial Agents, stands out.
    • Smugglers, fittingly, start with one, which is promptly stolen. Their prologue quests (after which most other classes get issued ships) revolve around stealing it back.
    • Bounty Hunters aren't issued a ship, they steal it for the Great Hunt.
  • Corrupt Corporate Executive:
    • Several over the course of events, but Gayem Leksende, the Republic's nemesis on Tatooine, takes the cake.
    • The Corellian Council has many. The Central Theme of the Republic Corellian campaign is the corruptibility of big business, and how businessmen will not act in the benefit of their people if they sniff out a better deal. When the Empire invades, only a couple are loyal to the Republic, and one or two decide to help them reclaim the Republic, if only to avoid imprisonment. Instead of profiting, the resulting war just destroys a lot of Corellia's wealth and shakes the people's faith in their government. The leaders that remain loyal to the Republic from the start are members of Corellian Security, the Green Jedi, prominent members of the populace, and the sector's senator.
  • Corrupt Politician: Every single member of the Corellian Council. Some are cowards, others Sith collaborators, and one moonlights as the leader of a street gang in Coronet City. It's only once the Sith take over and they realize how terrifying it is to answer to them while commanding a 0% Approval Rating among your own people that a couple decide to repent and rejoin the Republic.
  • Crapsack World:
    • Hutta, the Hutts' adopted homeworld (their original home planet Varl was destroyed in an internal war millennia ago). They colonized it, enslaved the native Evocii, and turned the place into a horrendously polluted swamp.
    • For all its sleek metal and order, the Sith Empire is not a good place to be if you are not (capable) Sith. Incapable Sith don't survive arbitrarily brutal training. Any non-Sith hopes to not draw arbitrarily brutal treatment from the nigh-untouchable evil sorcerers.
  • Crazy Enough to Work: In chapter XIII of Knights of the Fallen Empire, one dialogue option has the outlander call the plan to rob the the Gilded Star, the ship that serves as the Eternal Empire's treasury,"...so crazy it just might work."
  • Crippling Overspecialization:
    • Flavor-wise, if not mechanically, this occurs with some classes. For example, a Sniper who chooses to select the Marksmanship discipline will generally find themselves sitting in place while rotating between Snipe ("Use gun on man"), Ambush ("Use gun on unsuspecting man"), Penetrating Shots ("Use gun on man a lot"), Followthrough ("Use gun on man you just used your gun on"), and Takedown ("Use gun on badly wounded man").
    • In-universe, the Alliance Flagship the Gravestone. Against Eternal Fleet formations specifically it's main Wave-Motion Gun is devastating and can take down dozens of ships in a shot, but against anyone else it's just a frigate. It was created by the same people as the fleet as a hard counter in case they ever lost control.
  • Crossover: Everyone is playing the same game, but there's a significant amount of interconnectivity to the character storylines. And while some is expected due to some NPCs being major galactic players, there's a significant amount of small-time relations. To wit:
    • The Consular's companion Qyzen and the Bounty Hunter's companion Mako are old friends.
    • Lt. Iresso, another of the Consular's companions, once served under Lt. Jorgan, a companion of the Trooper.
    • The Jedi Knight's companion Doc's old girlfriend is Kaliyo, the Imperial Agent's first companion. His plan to heal Nem'ro fails thanks to Bounty Hunter companion Skadge.
    • In fact, the last chapter of the Imperial Agent story is a subtle mess of these, because the members of the Star Cabal are a collection of NPCs from at least the Jedi Knight, Consular, and Smuggler stories/worlds.
  • Cruel Mercy: Some Dark Side choices and even some Light Side choices come off as this; as a Bounty Hunter, you can carbonite freeze a Zabrak to hand him over to the Hutt Cartel for torture and a Trandoshan to disgrace him, and also deny Tarro Blood an honorable duel and leave him to die aboard the ship he's imprisoned on. As a Sith Warrior, you can leave Nomen Karr alive and return him to the Jedi Council in disgrace, then when you defeat Darth Baras, the two Dark Side choices are killing him while the Light Side choice is leaving him to be removed from the Dark Council and exiled.
    • For the Smuggler on Nar Shaddaa, you meet the leader of an Animal Wrongs Group who's been injected with incurable diseases by a Mad Scientist, and is in so much pain that she begs for a Mercy Kill. Killing her is considered a neutral option; the Dark Side option is leaving her in agony to die on her own and the Light Side option is convincing her to go to her father on Coruscant for treatment.
  • Cruelty Is the Only Option: In the Black Talon Flashpoint, one of the bosses you need to kill to have the Flashpoint acknowledged as completed (and gain the subsequent achievement) will only spawn if you made a specific Dark Side choice, specifically choosing to execute the Talon's captain for attempting to defy Kilran's orders.
  • Cult: The Revanites of Dromund Kaas, who secretly work to spread the word of Revan, see themselves as persecuted by both Jedi and Sith but do little sane work that would help them be accepted by either.
    • The Sith Inquisitor also deals with a cult on Nar Shaddaa ruled by the Sith Lord Paladius. And ends up leading a cult of their own as they go after Paladius for the artifact he holds.
  • Cultural Posturing: The Gormak and Voss do this to each other constantly, both considering the other's culture utterly corrupted and degenerate. It's been going on so long that they've completely forgotten that they're actually branches of the same race.
  • Cutting the Knot: A Sith holocron has sat entombed in an obelisk for over a millennium. Hundreds of Sith have tried to puzzle out how to release it. The Sith Inquisitor shot it with Force Lightning, proving that the simplest solutions are sometimes the best.
    • Made hilarious since the dialogue shows the Sith Inquisitor shocked it simply out of frustration, only to be genuinely surprised that it actually worked! They can later admit this to Darth Zash, who finds it equally amusing. A later conversation with the Inquisitor's healer companion, Talos Drellik, indicates that it's entirely possible that the artifact wouldn't have worked for anyone BUT the Inquisitor , due to their bloodline.
    • Later on, the Inquisitor's last companion Xalek passes his final exam at the Sith Academy by waiting until someone else got the carving he's supposed to find, killing him just as he was about to deliver it to their instructors then taking the artifact himself. Harkun in particular is furious since he's just blatantly murdering people without any tact.
  • Cue the Falling Object: The quest to reclaim HK-55 as a companion begins with a cutscene of HK gunning down every other droid in the testing chamber, as panicked technicians run to and fro, until the Outlander arrives and surveys the scene with HK and the lead tech standing amidst the devastation as one burning droid in the background slowly collapses.
  • Cyanide Pill: In the Agent questline, the Old Man injects himself with lethal poison if you don't kill him immediately after defeating him. In the Jedi Knight questline, Watcher One does the same if you try to apprehend him.
  • Cyborg: Plenty of them, with this being Star Wars, and cyborg human is one of the playable races. One Sith Inquisitor Darth Mekhis from The Lost Suns tie-in comic has cybernetic eyebrows.
    • There is a Mad Scientist cyborg genius in the Republic Trooper storyline, who's trying to make innocents into Manchurian Agent suicide bomber cyborgs.
    • A line of Cartel Market armors let you turn your player character into a Cyborg (or more of one if you're already the Cyborg race). It's the standard boots/gloves/pants/torso/head slots, so you can just have a few replacement parts, or be almost fully converted with a whole set.

    D 
  • Daddy's Little Villain: The Backstory for Sith Warrior Player Characters. Contrast with the Sith Inquisitor's backstory. There's also Darth Zhorrid, daughter of Darth Jadus.
  • Damager, Healer, Tank: The Advanced classes (unlocked at level 10 for each starter class) are divided into these categories, with each player expected to fill one particular role. Parties are limited at four, allowing for someone of each role plus an extra. The Group Finder is explicitly divided into these, and groups may search for specific roles and, if they find a match, automatically transfer to their location.
  • Damage-Sponge Boss: Bulwark from the Directive 7 flashpoint can take a while to finally defeat. The only major thing to look out for is to destroy the generators that give him a damage boost and stopping the droids from repairing them.
  • Darker and Edgier: Than most Star Wars fare: the game is set in a cold war where both sides can easily be called evil by the other side for entirely valid reasons, and there's nothing stopping you from being a monstrous scumbag and living to tell the tale. It is a BioWare game after all.
  • Dark Is Not Evil: There are several examples of Imperials not being completely evil. Darth Malgus is a loving husband who cares about his men and the civilians of the Empire, the troopers follow their leaders out of respect and not fearnote  and the Empire itself is a meritocracy done right (usually).note 
    • It is worth noting that Malgus is a reformist and deeply hated in some Sith circles for his radical views. "Loving husband" is also very debatable seeing as his "wife" was technically his slave and had no ability to leave. That, and he kills her when she becomes his "weakness," despite her misguided devotion. The only reason he's not directly targeted is his lack of a political power base and the fact he has no desire to get involved in the backstabbing politics of the Empire. So whilst the Empire has members who aren't simply in it For the Evulz, the darker aspects still very much remain.
    • Later history trailers have even lampshaded the idea that, logically, the Sith should have a 0% Approval Rating among the citizenry but doesn't.
    • Imperial players have both light and dark side options, although the light side options are more Noble Demon as opposed to For the Evulz rather than full-on good. Depending on who you're playing as, Imperial players can gradually become full fledged heroes while Republic heroes can fall to the dark side completely.
    • You can use the legacy system to make a character of any race as any class. Yes, that means you can have a Sith pureblood be a born and raised Jedi. However, this is more of a gimmick than anything else, for it technically clashes quite heavily with the lore (it's never acknowledged in dialog).
  • Dartboard of Hate: Mentioned in one dialogue option when the Smuggler finds Senator Dodonna imprisoned and cleaning floors after being betrayed by the Voidwolf:
    Smuggler: I thought I'd find you and the Voidwolf arm-in-arm, throwing darts at a map of the Core Worlds.
  • Dead Guy on Display:
    • One quest includes the option of putting someone's head on a pike.
    • Remember Darth Bandon? Malak's apprentice from Knights of the Old Republic? His severed head is kept preserved in the House Alde Royal Museum on Alderaan.
    • In the Imperial Nar Shaddaa story arc: one spy gets killed by The Flame and his body is displayed on a monument along with all the data he collected. When the player tries to destroy the body, it turns out to be a trap and several assassins appear.
  • Deadly Upgrade: The storyline for Imperial Agent on Nar Shaddaa is centered around a drug making one into a supersoldier... for one last battle.
  • Deadpan Snarker: Most classes can get some snarking in, but the Smuggler is the king. A Smuggler's companions are also pretty darn snarky.
    • On the other side of the fence guess who gets to be the clown of the team? The Inquisitor of all people, definitely very strong in the Snark Side of the Force.
      • On Quesh, during a conversation with trapped Republic miners over a sealed blast door:
        Miner: Wait, you're an Imperial!
        Imperial Player Characters: Was it the dead commandos that gave me away?
  • Death Equals Redemption: This happens metaphorically for the Empire, as they are brought close to defeat and the Emperor dies, but this then leads to them shedding their racial policies and focus on unifying themselves, and ultimately trying to remove the Emperor.
  • Death Faked for You: If you play as a light-sided Imperial, then a good portion of your assassination missions (read: anything that involves a target which isn't a complete bastard) will end in you giving the mark one of these.
  • Death from Above:
    • In the Deceived trailer we see the Sith fleet sacking Coruscant. They burn stuff. A later trailer also revealed that the Bounty Hunter class has an ability named this that, well, allows them to get airborne and rain AOE fire down on the enemy.
    • In the Player Versus Player battle sequence on Ilum, players could call down air strikes, and there was at least one large artillery piece present.
    • Imperial Agents Heroic moment ability calls in an orbital strike.
    • One of the most devastating Mercenary attacks is called this. You engage the jetpack, hover over your enemies, and rain down missiles on them. It's every bit as cool and destructive as it sounds. However, this was changed so only the mercenary class has that ability.
    • An interesting tactic for surviving normally fatal falls, if you're playing a Juggernaut or a Defender. Instead of just falling and taking the hit, you can use a Force leap/charge on any enemies conveniently located below you. Due to the skill's mechanics, your fall damage is negated, and any onlookers get to see a Jedi/Sith jump out of nowhere to rain death on some unsuspecting enemies.
  • Death Is a Slap on the Wrist: As it's an MMO, this is unsurprising. Dying simply damages your gear slightly, which can be repaired for a paltry fee. If you're not a subscriber, your ability to resurrect on the spot you died is somewhat more limited, but if you can't do it you can instead resurrect at the nearest medcenter, which tends to not be too far away. Except when it is. However, a Total Party Kill results in having to do the whole battle over (enemies recover all HP when you leave combat), which can get annoying with boss battles.
  • Deflector Shields: The "heavy" Classes—the Powertech, Vanguard, the Guardian, the Juggernaut, the Assassin, and the Shadow—can specialize in these. They get slots to equip shield generators, and a skill tree that mostly centers around passive and activated abilities to improve them.
  • Defusing The Tykebomb: In "Shadow of Revan'''s Imperial Agent class quest the former Minister of Intelligence arranges for Shara Jenn (the former Watcher Two) to be transferred to a medical facility so her loyalty conditioning can be removed.
  • Deliberate Values Dissonance: One notable example is present in the "Kaon Under Siege" flashpoint. At one point, the person you are talking to starts undergoing a painful Forced Transformation into a rakghoul. You can either kill him or spare him (the latter has him attacking you and summoning more rakghouls). Now, if you are playing for the Republic, the Light Side option is sparing him, and the Dark one is killing him. For Imperials, the Light Side option is a Mercy Kill, and the Dark option is letting him suffer.
  • Department of Redundancy Department: There's both a character title and a legacy title named "The Fearless", the former from defeating Dread Master Brontes and the latter from reaching Friend with Strike Team Oricon and the Dread Executioners. You can equip both at the same time.
  • Depleted Phlebotinum Shells: In order to stand up to lightsabers, most melee weapons carried by non-player characters have a cortosis alloy weave. Many weapons instead glow with energy to this effect, like "force pikes" that were made of Phrik instead.
    • To say nothing of the myriad kinds of actual weird ammunition the gun-oriented classes can fling around. For starters, the Bounty Hunter has a missile that heals people.
  • Deployable Cover: Usable by Gunslingers and Snipers. Besides the obvious, this is notable for granting them access several of their abilities (like Barrage), since they can only be activated while in cover.
  • Determinator: On the Republic side there is Jace Malcom at the "Battle of Alderaan". Fighting his way through Force Lightning to try and stab a Sith Lord is something else. Never mind nearly killing yourself just to take him down. Then again, considering that he's voiced by Jolee Bindo, are you shocked? And for the Empire there is Darth Malgus. He shakes off a rocket and a grenade to the face before being blasted into a mountain with the force and he survives.
    • Revan is still alive, after being tortured by the Emperor mentally for three hundred years.
  • Developer's Foresight:
    • Before 4.0, some companions played the trope Informed Equipment straight. However, you could still preview their exclusive equipment on yourself.
    • Regarding missions and class questlines, mostly averted, though occasionally played straight. The usual experience is that your companions barely play a role beyond that of faceless henchman in your missions and rarely ever react to your decisions apart from the usual increased or decreased influence yield; and that race isn't properly linked to dialogue options for most missions, and it may come off as an inversion since some characters will say the same thing about races regardless of their own race (this sometimes becomes quite amusing, such as an NPC explaining what a Cathar is to a Cathar PC, or a Sith pureblood player character saying they don't have Sith DNA in The Foundry). On the other hand, individual class storylines may avert this, like for example a Chiss Imperial Agent who not only gets comments for being a non-human, but also dialogue options and NPC reactions specifically reserved for Chiss (particularly on Hoth, where the allies of the agent are other Chiss); or the Trooper storyline, where the companions are considerably more involved than it's the case for other classes.
    • Despite the fact that Flashpoints are meant to be played with a group of four players, companions occasionally have unique dialogue only available in them. For example, taking HK-51 with you to The False Emperor where you fight HK-47, before combat the two will briefly argue which HK series is superior—even though you will have had to have completed The False Emperor on hard mode to unlock HK-51, at least the first time.
    • If you're playing as an Imperial character that has defeated Revan in The Foundry, you'll get an alternate dialogue option when you meet him again at the end of Legacy of the Rakata.
    • If your character has HK-51 and/or Treek unlocked when you start Fallen Empire, they'll appear in the intro that plays when you arrive on Odessen.
    • Before 4.0, the unclothed models for companion characters belonging to species that weren't considered for player characters simply wore a black body glove over the body parts that would feature their equipment since the shirtless appearances for the aliens that don't even look close to human (such as Guss, Qyzen and Yuun) wouldn't logically look the same as the player characters. 4.0 eventually introduced unclothed models for those characters, with the non-playable aliens showing details you would expect from their species (Qyzen being scaly, Yuun having an exo-skeleton, and Tanno Vik having rough skin, for example).
    • When a Bounty Hunter player character introduces themself to Hylo Visz on Odessen, they have an additional dialogue option where they remind her of her former relationship with Gault.
  • Didn't Think This Through: The Republic's top-secret prison on the planet Belsavis, where they send people who will never be allowed back into the galaxy again. Unfortunately, they never thought about what would happen when a closed population inevitably started having children, none of whom had ever been convicted of a crime, yet were still considered prisoners. Eventually, these descendants started a movement to gain their freedom, which left them open to the Empire's offers...
    • Lampshaded in the Smuggler's story. Your contact on the planet comments on what a terrible idea it was to build a prison on top of lots of ancient tech that nobody understands.
  • Did You Just Flip Off Cthulhu?: The Ziost world quest runs on this. The "former" Sith Emperor has possessed a large chunk of the planet's population, causing them to go insane. One of the tactics proposed? Get his attention focused on the player character by invoking the trope.
    • At the end of Act I of the Imperial Agent storyline, the Agent can peacefully resolve the situation by convincing Darth Jadus into giving up and relinquishing control of his doomsday weapons over to you. Not only is this the trickiest option to pull off as one wrong choice can easily screw things up, but everyone sees this as nothing short of miraculous.
  • Disc-One Final Boss:
    • In the 'Scum and Villainy' operation, the main objective is to defeat the Cartel Warlords on Darvannis. Once the Warlords are defeated however, it turns out they were just pawns and the real final boss is Dread Master Styrak.
    • Vaylin is considered to be the major antagonist of the Eternal Throne expansion. The Outlander finally defeats her in an epic battle, but the final chapter in the expansion focuses on stopping the Eternal Fleet and Valkorion. However, her spirit has a much harder second boss fight in the finale.
  • Disney Villain Death: Enemies take fall damage proportionate to the length of the fall, so blowing a difficult enemy off a tall cliff is a great way to end the fight quickly. However, Elite enemies in Flashpoints will sometimes respawn almost immediately after being "killed" this way, and killing an enemy this way will often not count towards any missions that require killing enemies of that type.
    • In the Sith Warrior storyline, the first time you defeat Lord Draahg, it combines this with Not Quite Dead and Kill It with Fire as you send him hurtling off the catwalk of the airlock to your ship onto the burning ground below, only for him to return as a cyborg on Corellia.
  • Disproportionate Retribution:
    • Dark side Sith players may choose to decide that All Crimes Are Equal and kill all offenders equally regardless of the actual crime committed - if any at all.
    • In the Dealer's Den Cantina on Coruscant you can overhear a bounty hunter talking over a contract with a client. The hunter is trying to talk the client out of having his wife disintegrated for "cheating me out of everything I own".
  • Distant Finale: Among other things, serves as one for Knights of the Old Republic series, finally clearing up loose ends like the "True Sith" and the fates of Revan, the Exile, and the original HK-47.
  • Distract and Disarm: When the Bounty Hunter PC catches up with Torian Cadera on Taris, he ambushes them, surprising them with a blaster pistol held to the back of the head. An option for the female PC is to turn around and flirtatiously remark that she just couldn't stay away from him after their previous meeting, which confuses the inexperienced-with-women Torian long enough for her to grab his arm, knock the gun away, and judo-flip him over her shoulder. (Male PCs who pick the corresponding conversation choice simply do the judo throw without distracting him first.)
    Female Bounty Hunter: (holding him down with a boot) Men... Time to tell me what you're doing out here.
    Torian: Ow... I deserved that.
    Gault Rennow: You must like him. If I tried that, I'd be wearing my face on the back wall.
  • Distracted by the Sexy: Consular companion character Tharan Cedrax uses this with his "Deploy Holiday" ability. It causes his own companion, a sentient female hologram named Holiday, to materialize next to an enemy and distract them by being her usual flirty self. Now, a holographic anything popping into existence right next to you would probably throw off your concentration no matter what you were, but if you happened to find female humans attractive then your concentration would really be thrown off.
    • In the Return trailer, Nico Okarr is arguing with Jedi Master Kao Cen Darach and Satele Shan about the disposition of his impounded ship. . . then breaks off to admire a Twi'lek female in Form-Fitting Wardrobe walking past.
      Trooper: (shoves Nico's shoulder with his blaster) Eyes front.
      Nico: Just inspecting the troops, Corporal.
  • Ditto Aliens: In the original launch content most of the races not available to players at the time all share one male and one female model, with the exception of companion characters. It's especially obvious with the Cathar, since the NPC face is strikingly different from player Cathar.
  • Do a Barrel Roll: At any time during space combat, hitting the space-bar will do just this.
  • Does This Remind You of Anything?: It's Cold War IN SPACE!
    • A certain mission involves the well-armed planet Cademimu seceding from the Republic; the announcement is made by a fiery senator with a Deep South drawl. Hmmm.
    • Much of the conflict on Ord Mantell revolves around the Republic fighting against Separatists. Much of Dromund Kass' story involves the Empire putting down a Rebellion.
  • Doomed by Canon: This has become more muddled thanks to the Continuity Reboot separating most Legends work from the main film canon, but Alderaan was famously destroyed in Star Wars: A New Hope. In addition, in the Darth Bane trilogy of EU novels written by a former Bioware member, the Sith Empire on Dromund Kaas meets its end after the Republic wins the New Sith Wars on account of Bane pulling a Starscream on his own entire order. That being said, Lucasfilm has been taking pains to avert this by refusing to tell additional stories in the Old Republic era before the game's story is complete.
  • Double Standard Rape: Female on Male: In the Sith Warrior story, Vette's sister is a Sex Slave (whom the Warrior has the opportunity to buy free), and it's not possible for male Warriors to romance Vette herself unless the Warrior removes her shock collar to free her. In contrast, the romances for female Smugglers and Warriors have issues: the Smuggler's first opportunity to sleep with her Love Interest Corso Riggs is when he propositions her while drunk, and the female Warrior's romance with Malavai Quinn consists basically of her declaring him her Chosen Conception Partner and him going along with it out of a combination of discipline to superior orders and fear of her power (though funnily enough, he also tries to betray you, and you have the option of choking him within an inch of his life, and then continuing the romance anyway). Completely defied by the female Inquisitor's Love Interest Andronikos Revel, however: if she starts flirting with him, he makes a point of going to her and setting clear ground rules about his freedom to walk away. If she agrees, they start a Friends with Benefits relationship that becomes more serious.
  • Double Weapon: Sith Inquisitors and Jedi Consulars can specialize in close-range DPS and use double-bladed lightsabers as well as certain companions such as Kira Carsen, Jaesa Willsaam or Xalek.
  • Do Unto Others Before They Do Unto Us: The Republic Navy is horrible about this. The Consular on Balmorra is caught between a Reluctant Mad Scientist who created a planet destroying superweapon and a Republic Admiral with a more than slight General Ripper streak that doesn't care if it turns the planet to slag, because he's damn sure the Sith will just use it against the Republic anyway. You can Take a Third Option by blowing the weapon to slag—the scientist is grateful someone has a shred of sanity.
    • General Garza has this mentality. She will openly chastise the Trooper if they decide to destroy any research on prototype Imperial superweapons, viewing it as something the Republic could have potentially used against them instead!
    • In one of the bonus missions of Hoth, an Imperial captain and his Republic counterpart go in on an Enemy Mine situation against some terrorists. One of the grunts on-site suggests destroying the Imperials with the terrorists' weaponry before "they can trap us." If you tell the grunt to cool his jets the Imperials are surprisingly civil and grateful that you didn't try this on them because they were operating in good faith. You get a letter from the captain later saying he's putting in for a transfer to the Diplomatic Corps because the whole thing showed him that the Imperial soldiers aren't so different than his own men.
  • Dramatic Irony
    • On Alderaan the Imperials confront a noble who exclaims "I would sooner see Alderaan blasted into space dust!"... cue about 3000 years later...
    • Ewok companion Treek says of Endor, "It is good that the Empire does not care about my homeworld. My people could never stand against an invasion. They would just die." Strictly speaking, it was a different Empire that found out very differently in Return of the Jedi, but still.
  • The Dreaded: Of the Emperor, from Chapter 3 of the Jedi Knight storyline:
    Tol Braga: He's more than darkness; he is... a void...
    • The Sith Warrior eventually develops into this, with people openly pissing their pants as you carve your way into their base.
    • The Outlander is this to most of Zakuul in Knights of the Fallen Empire. Kaliyo is honestly surprised when the Outlander strikes more fear into public causing a blackout than she ever did in her two years of blowing up buildings.
      Outlander: They're awed by Firebrand, but they fear the Outlander.
  • Dressing as the Enemy: In Chapter VI of Knights of the Eternal Throne, the Outlander and Theron Shan dress up as Zakuulan Knights to infiltrate Vaylin's party.
  • Driven to Madness: Revan, after 300 years as a prisoner of the Emperor, enacts a plan that would wipe out 97% of the Imperial population.
    • This also happens to those who enter The Nightmare Lands on Voss, the player must complete a ritual so he/she will remain immune to the effects of the Nightmare Lands.
    • Happened to anyone entering the Dark Temple on Dromund Kaas.
  • Duel Boss: A slight variant of this trope happens during the fight with Darth Malgus. He will face one group member while temporarily stunning the other party members. The final boss in the Crimson Fang uprising has similar mechanics to this.
  • Dual Boss: Several Flashpoints and Operations have encounters of fighting two bosses at the same time. Some examples include:
    • Jarg and Sorno from Karagga's Palace.
    • Joss and Valk from Blood Hunt.
    • Master and Blaster from The Ravagers.
    • Firebrand and Stormcaller from Explosive Conflict.
  • Dual Wielding/Guns Akimbo: Marauders and Sentinels dual wield lightsabers, Mercenaries and Gunslingers dual wield pistols.
    • In the "Return" trailer, Satele Shan's master, Jedi Master Kao Cen Darach, manages to dual-wield with one single-bladed lightsaber plus a double-bladed one.
  • Dueling Player Characters: An Imperial Flashpoint sees you hunt down and eliminate the protagonist of the original Knights of the Old Republic. Darth Revan puts up a fight. He later returns again, as a final boss of his own expansion.
  • Duel to the Death: Disappointed with the lack of efficiency with the Knights of Zakuul, Arcann decided to make them fight in pairs in the dueling circle to regain their honor.
  • Dug Too Deep: The Sith Expedition that decided to foolishly disregard all advice and disturb the Dark Temple on Dromund Kaas. By the time you arrive on the scene, it's clear that things have not ended well for them.
    • Appropriately enough, one of the dialogue options actually namedrops this trope.
    • The Czerka corporation on Tatooine uncovering the Rakata artifact.
  • The Dulcinea Effect: Unsurprisingly, players are offered the chance to follow this course of action with various quests on more than a few occasions.
  • Dyson Sphere: Iokath, constructed by a long-dead Higher-Tech Species. It's such a complete shell that it's impossible to find unless you already know where it is.

    E 
  • Eaten Alive: Implied in one dialogue option the Smuggler has with Skavak, where after telling him that they fantasize about him burning alive, Skavak retorts that his plan to give them a drawn-out death involves synthrope, a jar of dioche sauce, and a starving colony of kretch insects.
  • Elaborate Underground Base: The separatists on Ord Mantell have a very large one, complete with the usual heating system. It is so large in fact, that Smuggler and Trooper players find it much easier to jump off a bridge and get resuscitated, to save time on the way out.
  • Eldritch Abomination:
    • Sel-Makor, the entity on Voss.
    • The World Razer, the entity on Belsavis.
    • The aptly named Terror from Beyond.
    • The Emperor himself, as even Sel-Makor seems afraid of him. Overlaps with Humanoid Abomination.
  • Elite Mooks: Both sides have soldiers that are a force to be reckoned with, able to defeat Jedi and Sith.
    • Republic Trooper Player Characters start out as this (from the Imperial perspective). It helps that they're members of an Elite Special Forces team, Havoc Squad.
    • Although Jedi and Sith normally serve as Bosses (or at least as mini-bosses), they can sometimes be encountered as standard enemies.
    • Knights of the Eternal Throne has Vaylin's Horizon Guard, who are the remnants of Arcann's Knights of Zakuul that survived being pruned when Vaylin took the throne.
    • In Gameplay, we can find the strong mobs, they are more difficult to defeat than standard mobs, but they rarely pose a serious threat, unless the player character has very low health. There are also the Mobs that are literally called "Elite", but they are closer to the role of Mini-bosses.
  • Elites Are More Glamorous: Anyone who plays as a Republic Trooper will be a member, not only of The Republic's Special Forces, but the best of their special forces: Havoc Squad. Similarly, the Imperial equivalent is the Imperial Agent, an intelligence officer who quickly gets involved in high-stakes missions that have a decisive effect on the future of both the Empire and the galaxy at large.
  • Embarrassing First Name: Darth Malgus' real name is Veradun. Only his wife gets to call him that, and only when they are alone.
    • There's also the Jedi Knight companion, Doc. His real name is Archiban Kimble, but he insists that you just call him Doc.
  • The Empire: The Sith Empire and the Chiss Ascendency, both allies in the Cold War.
  • Enforced Cold War: Due to the Treaty of Coruscant preventing the Sith Empire and the Republic from openly engaging in warfare, both sides have taken to seek outside parties such as Bounty Hunters and Smugglers to perform acts of sabotage and espionage. Thus if they get caught, both sides can claim plausible deniability that they did anything officially sanctioned. However, by the third act the two factions are back to openly warring against one another.
  • Encyclopedia Exposita: Discovering new entries for it gives you a considerable amount of Experience Points. Also, there are "Datacrons" hidden on every world, that give these, as well as permanent stat bonuses for finding them.
  • Enemy Civil War: See Chronic Backstabbing Disorder - From the Republic's POV, most of the post-Corellia contents falls squarely here. Darth Malgus declares himself Emperor and creates an army of mostly "aliens" (anyone not human or Sith species), declaring war on the Empire and Republic. The Dread Masters the Empire frees on Belsalvis turn out to be too nuts to control, and end up declaring war on both the Empire and Republic. The Hutt Cartel decides to make a grab for neutral Makeb, getting both factions involved. The Republic has to hold the line against the factions declaring war on both Republic and Empire, but the Empire's woes are good news to them.
  • Enemy Mine:
    • At one point during the Republic world quest on Hoth, the Republic and Imperial forces in one region are forced to work together to take down the Hailstorm Brotherhood cult which has been giving them both hell. Despite the misgivings of one officer, no backstabbing ensues.
    • The Republic world quest on Belsavis gives the option of working with a Sith to stop a creature called the World Razer from being unleashed.
    • The Sith Warrior gets several options to work with Republic forces. During Nar Shaddaa, they have the option to spare a squad of Republic soldiers in exchange for being The Cavalry later on. During Alderaan, they can help a general of House Organa deal with forces of House Ulgo in exchange for info and on Belsavis a Jedi forces them into working with him in order to track down a Sith Lord both of you are seeking. Of course, you also have the option to murder them afterwards or in the case of the General, refuse to work with her outright and force-choke her lover until she acquiesces and then kill her.
    • In "Shadow of Revan", the Republic and Empire must to join forces to defeat Revan. Or, rather, two of the more reasonable commanders do, since they aren't sure they can convince their superiors in time, but they can convince their own armies. It helps that on the Imperial side, Marr completely believes the rumors that the Emperor's endgame is to just kill everybody, and thus holds no loyalty to him.
    • The beginning of Knights of the Fallen Empire has Darth Marr heading a joint Republic-Empire fleet to hunt down the Emperor, recruiting the player character as well. Once the Outlander becomes the leader of the Alliance, they must gather candidates and resources from both factions to deal with the Eternal Empire. The alliance lasts until after the end of Knights of the Eternal Throne, when a dispute on Iokath reignites the Empire-Republic war, and the Order of Zildrog successfully cripples the Alliance's military might, forcing you to pick a side.
    • In the beginning of Knights of the Eternal Throne an attack on Voss has led to the Voss and Gormak abandoning their eternal war to fight the common foe.
  • Engineered Heroics: On Onderon, Darth Savik hires mercenaries to assassinate the king so that Imperial Players can swoop in and "rescue" him in order to gain his trust and further manipulate him.
  • Epic Movie: Well, Epic Videogame, whatever. It features 200,000 lines of voiceover, for starters.
  • Equipment-Hiding Fashion: The option of hiding headgear and can access the outfit designer which saves a set of armor as a choice of outfit, though only allows one outfit at first with more slots needing either in-game currency or real world money to unlock.
  • Escaped Animal Rampage: The Coronet Zoo is damaged during the fighting and all the animals escape and start roaming around. As you arrive at the area, you overhear a man complaining about the "traumatizing" experience, but his daughter enjoyed getting so close to the animals and thought it was great.
    • Also, a light side Sith Inquisitor can make use of the escaped animals in an attempt to spare further Imperial losses in their feud with Darth Thanaton. They manage to use pheromones to gather a menagerie of deadly creatures and unleash them in a full frontal assault on the Sith Lord's base.
  • Et Tu, Brute?: Almost every class story-line features this. It's to be expected for within The Empire, but still.
    • The Sith Warrior must win some kind of prize for it. You end up killing your master's master, convincing a party-member-to-be to kill her master, almost getting killed by your minion, and killing two of your own personal masters. It comes with the when in doubt, kill things philosophy. Come later storylines, The Warrior is forced to side against The Emperor, who decides that he'll kill you last.
    • In the Republic Trooper storyline, at the beginning of the third act, you're tasked with rescuing several heads of state that the Imperials have taken hostage. However, it turns out that two of the hostages, Premier Vonn and Archduke Kailur, were intentionally allying their worlds with the Empire in exchange for lifetime leadership positions. The other heads of state who were taken hostage have no mercy for traitors and ask you to execute Vonn and Kailur, which is a Dark Side choice if taken.
  • Even Evil Has Loved Ones:
    • Darth Malgus. Despite willing to kill hundreds of thousands of innocent and less innocent lives, he loves his Twi'lek wife, Eleena Daru (though sometimes has a rough relationship with her). Sadly, he kills her because she was his greatest weakness that could be exploited against him. Though he did express great remorse in killing her (even crying at having to do so). And her death turns her into his greatest strength. ELEENA!!
    • In the Jedi Knight storyline the end of the Coruscant main quest has the player killing Darth Angral's son to keep him from causing a planet-wide catastrophe on Coruscant. Angral immediately swears revenge and decides to use the stolen Republic super-weapons his son gathered against the Republic.
    • The Player Characters can also be played as this. Even if you are playing as a remorseless Dark Side character, it does not lock out the chance to develop a relationship with other characters. (Which can be romantic, friendship or even like a surrogate family)
  • Even Evil Has Standards: So what does it mean, when Sel-Makor does his best to keep the Sith Warrior from releasing the Emperor's consciousness from his domain out of fear of what the Emperor would do to the galaxy?
    • Likewise, this is one of the main reasons Lord Scourge defects and runs off with the Jedi Knight. Even the guy who killed the Exile and got Revan imprisoned for 300 years of torture can't stand the Emperor.
    • Some of the more extreme or more genocidal Sith and Imperials towards non-humans such as Darth Ikoral and Commander Vergost are implied to be seen as this by more moderate wings of the Empire.
    • You yourself can be this if you are dark sided, but decide several dark side options are too evil. Some dark side options seem intentionally set up to invoke this - a notable one on Imperial Balmorra has you instructed to place rigged communicators on a field, and when you gather the rigged communicators, the person who creates them informs you that children frequently pick them up, and presents an alternative option that will only target soldiers. Republic players encounter a similar situation in which the dark side option will (indirectly) kill about twenty kids by leaving them stranded on a wartorn Ord Mantell.
    • In the Imperial Makeb storyline, after mercenaries start executing civilians, Lord Cytharat remarks there is glory in fighting for a proper cause, but not in such behavior.
    • Lord Hargrev from the Imperial Oricon story arc provides a great example of this:
      "You know, all my life I aspired to heights of cruelty and passion. But the Dread Masters... they went too far. We went too far. Passion without humanity is meaningless."
    • The cynical "corpse counter" Garthe on Taris has been robbing the dead of their belongings as his team go through the corpses of the dead, selling them on the black market. However, as soon as his partner Cera's theory about the relation between the rakghouls and the fallen of Taris is shown to have substantial weight to it, he switches gears and states that if the rakghouls are sentient to a degree, that the Republic can't just keep treating them like mindless monsters and keep antagonizing them.
  • Even the Subtitler Is Stumped: When an NPC speaks a language other than Basic, the subtitles will translate it, true to the films. The lone exception is the Killiks in the Imperial Agent storyline, whose language still comes out to the effect of "Burr urrub urr", which can be attributed to the Agent's training not including it.
  • Everybody's Dead, Dave: For Imperial players, this is what happens to the crew of the Black Talon if it was decided to execute the captain; the bridge crew tried to desert and others tried to stop them.
  • Evil Army: The Sith Imperial Army to varying degrees. Some are Punch Clock Villains.
    • One of the Imperial officers on Balmorra if you select the dark side option in the quest finishing dialogue and tell him Jedi were in cave 52, not weak Force-sensitives, he will tell you that he loves killing rebels: ("There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.")
  • Evil Brit: Every Imperial player class outside of Bounty Hunternote . Many Imperial NPCs as well. It becomes very noticeable on Alderaan where, for no apparent reason, most native Alderaanians will speak with the accent appropriate for their allegiance. Republic-aligned house Organa? North American voice actors. Empire-aligned house Thul? British voice actors.note 
    • Imperial Agents usually drop the accent when going undercover, though that doesn't stop them from using the accent when taking sidequests.
    • Some missions have Jedi characters needing to pass themselves off as Sith, where they fake the accent.
    • General Garza in the Trooper story even says she knew one of theirs was a former Imperial by her accent.
      "Pure Dromund Kaas."
    • Made all the funnier because other EU material identifies the "British" accent as a Coruscanti accent. Makes one wonder what happened between TOR and the films to make the Dromund Kass accent the Coruscant accent...
  • Evil Cannot Comprehend Good: Jedi Master Gnost-Dural partially attributes the Treaty of Coruscant to the Battle of Bothawui, where the Sith underestimated the sacrifices the Jedi were willing to make, suffering a critical stalemate as a result.
  • Evil Counterpart/Good Counterpart: All the classes have one.
    • Republic vs. Empire
    • Jedi Council vs. Dark Council
    • Jedi Order vs. Sith Order, and Satele Shan vs. Darth Malgus (both are the primary leaders of their faction)
    • SIS vs. Imperial Intelligence
  • Evil Is Not a Toy: The Esh-kha found out the hard way, courtesy of the Dread Masters. The Empire later gets a dose of it when the Dread Masters inevitably turn on them.
    Dread Master Bestia: "You dare seek control over the Dread Masters?"
    Dread Master Raptus (after being cleared for extraction): "Good! We'll strike out immediately. But first, we terrorize the Esh-kha."''
  • Evil Is Petty: Numerous Imperial NPCs in both factions' storylines do plenty of cruel, vicious, and vile things, big or small, for petty reasons or For the Evulz. Imperial player characters also get to engage in this trope via several Dark Side options. A great example: on Corellia, Imperial players can overhear mercenaries boasting about blowing up Republic statues and monuments. One of them will mention how the Empire played super extra for destroying a statue of Carth Onasi!
  • Evil Makeover: Should you turn Jaesa Willsaam to the Dark Side, her eyes will turn orange, she'll begin wearing face paint and she'll dye her hair black. If you don't she'll remain the same, but her outfit will still change like other companions do when they join you.
  • Evil Makes You Ugly: The player character can change appearance the same way they did with Knights of the Old Republic's Karma Meter, with orange eyes and Tainted Veins, although the effect is disabled by default in this game. This is present to various degrees among the NPCs, with some Sith Lords being just as ugly as the trope would imply, while others manage to remain surprisingly attractive despite being utterly reprehensible scumbags who'd be very in tune with the Dark Side. The Emperor as Valkorion is also an incredibly handsome, dignified presence, though this is the result of his habit of BodySurfing. For a man who's conquered death, conquering ugliness would be a trivial matter.
  • Evil Old Folks: The terrorist codenamed "The Old Man."
  • Evil Overlooker: Darth Malgus in the vanilla cover. Revan becomes this in the cover art for Shadow of Revan.
  • Evil Power Vacuum: The Empire enters this after the Emperor's apparent death at the end of the Jedi Knight class quest, doubtless helped along by the numerous Dark Councillors killed during the Corellia world quests, the Sith Inquisitor class quest, and the Ilum Republic quests. So far, Darth Malgus has attempted to create a new Empire; Darth Marr has assumed de facto control of the Dark Council; and the Dread Masters have raised an army of brainwashed slaves to fight against both the Empire and the Republic.
    • The Makeb expansion centers around the Hutt Cartel trying to carve out an empire of their own in the middle of all this.
  • Evil Redhead: Shae Vizla, the bounty hunter in the Deceived trailer.
    • Thana Vesh on Taris for the Empire.
    • The player as well, by playing an evil Imperial (or Dark-sided Republic) with the correct hair color.
  • Evil Versus Evil:
    • The Sith Warrior and Sith Inquisitor storylines both end with a battle with a major Sith Lord. This applies unless you play as a Light Side character.
    • On Hutta, there's a gang war between the Hutts Nem'ro and Fa'athra. Both of them are ruthless crime lords, but at least Nem'ro's thugs don't attack players on sight.
    • Faction wise, the Empire has a lot of enemies that are as bad as or worse than they are. They are at war with the ruthless Exchange crime syndicate and several shared flashpoints and operations can be seen as this when done by the Empire (through this may be subverted as well in that you can make light side choices in these flashpoints):
      • Hammer Station, where the Empire attempts to destroy an asteroid-throwing space station to stop the Advosze from using it to conquer worlds the Empire wants.
      • Athiss, where the Empire attempts to seal away a Sith spirit.
      • Mandalorian Raiders, where the Empire fights a rogue Mandalorian clan.
      • Cademimu, where the Empire seeks to take control of a planet from its corrupt governor.
      • The Red Reaper, where the Empire fights a rogue Sith Lord considered too extreme even for them.
      • Kaon Under Siege, where the Empire fights against a Mad Scientist responsible for the rakghoul outbreak in the Tion Hegemony.
      • The Eternity Vault operation, where the Empire faces off against a Sealed Evil in a Can.
      • The operations relating to the Dread Masters, where the Empire faces off against a group of Sith Lords that betrayed it after the Emperor's death.
      • The Sith Emperor himself turns on the Empire with his resurrection in Shadow of Revan.
      • Knights of the Fallen Empire, where an Imperial-aligned Outlander and any former Imperial companions battle against Arcann and the Eternal Empire.
  • Exact Words:
    • Can be Lampshaded by your character on Hoth. Private Falk, who considers Hoth a Fate Worse than Death, defects to the Empire when they promise to get him back to the Core Worlds. You can ask him if they specified that he would be alive. Falk responds that it was a chance he was willing to take.
    • This applies if you forgive someone you were ordered to kill, since the answer option is usually "I'll take care of him or her"
  • Explain, Explain... Oh, Crap!:
    • A side quest on Ord Mantell has civilians running a minefield as if it were an obstacle course as part of a gambling ring, which is being run by a couple of corrupt soldiers. If you report it to the Ethics Officer, he will already be familiar with it but also claim that it's been shut down. If you ask him to investigate it, he will say that there's been explosions in the area before the realization finally hits him.
    • In Chapter 14 of Knights of the Fallen Empire, Arcann begins to wonder why the Mandalorians on Darvannis are fighting much more harder against his forces than normal.
      Arcann: They've never fought like this before. As if they have a cause they truly believe in... (eyes widen) The Outlander is on Darvannis! Send the fleet!
  • Explosive Stupidity: If a team hogs the ball in a corner for too long in Huttball, the Hutts will get bored, and detonate it. The ball is made out of uranium...
  • Expy: On a setting-wide scale. While the player characters are all at least partially based of characters from the saga, the setting itself is pretty much the Republic from the Prequel Trilogy vs. the Empire of the Original Trilogy.
  • Extranormal Prison: Belsavis, a planet used by the Republic as a prison for the kinds of convicts and POWs that can't be kept in regular jail cells. The most slippery escape artists, the most brutal mass murderers, species with abilities that can't be contained, and prisoners too dangerous to contain any other way but that the Republic is unwilling or unable to execute...and all of it is built on the ruins of an ancient prison built by the Rakata for a race they were terrified of. And that's not even the planet's true purpose, containing the World Razer.
  • Expressive Mask: Some Cartel sets such as Revanite Avenger or Revan Reborn have masks that behave this way. Also, Revan's mask during the Shadow of Revan expansion, but not the original game.

    F 
  • Face Death with Dignity: In the Republic Trooper storyline, if you choose to catch the Imperial commander on Tatooine instead of stopping the self-destruct sequence and saving Fuse, Fuse will quietly kneel down and close his eyes before the explosion kills him, accepting his death.
    • When playing an Imperial, Jedi NPCs, when defeated, will often just deactivate their lightsabers and calmly accept their fate:
    There is no death, there is only the force.
  • Face–Heel Turn: Most non-Jedi and non-companions in the Republic, if they aren't repeatedly shooting the dog, or just corrupt, have done this, or so it seems. Taken to extreme levels for the Republic Trooper storyline, where you, and your companions, are among the few Republic Special Forces to not defect with Tavus.
    • Played with Ashara Zavros, one of the Sith Inquisitor's companions—while her recruitment involves her being manipulated into defecting from the Jedi order, at no point does her ideology actually change; she eventually admits that she's a Sith, but she's...not exactly villainous.
    • Depending on how Sith Warrior companion Jaesa Willsaam is dealt with, she either fully embraces the Dark Side or follows you because you've proven to be more of a follower of the Light Side than her master.
    • On Taris, the Imperial Agent is given the option to convince Ki Sazen, a corrupt Jedi, to become a Sith.
    • An unusual variation occurs with Darth Malgus on Ilum. Malgus, who up to that point had primarily been a Sith who could be generally considered "honorable", suddenly turns against the Empire in a bid to reform it into a more alien-friendly place. Naturally, this only counts from the Imperial perspective: he was always a villain from the Republic point of view.
      • From the point of view of the aforementioned aliens, Malgus' behaviour could be seen as a Heel–Face Turn.
    • In the Jedi Under Siege update it's possible for a republican player to do this by becoming a spy for the imperials against the republic.
    • Many Jedi either are corrupted or become so as well. Nomen Karr casually uses unarmed crew as bait in a trap. Jun Seros frames the bounty hunter with a pack of lies and drags the Republic Chancellor in it, all without a hint of remorse.
  • Fake American: The Imperial Agent has to lose their Evil Brit accent whenever they're going undercover. It doesn't seem to stick when dealing with side quests on the same world, however.
  • Fake Longevity: At the end of each chapter of a character quest, you are asked to return to your advanced class trainer on the fleet before beginning the next chapter. Nothing actually seems to happen when you do so except for getting a small amount of experience points and being told to check your ship's holocommunicator for your next objective.
  • Fake Ultimate Mook:
    • Mobs that are force sensitive generally fall into the category of Strong, Elite, or Champion. But there are cases where a player can find Jedi and Sith classified as Standard, and they are as easy to kill as any other mob.
    • As a Jedi or Sith, one encounters many enemies who claim they were specifically trained to fight force sensitives, most of the time they turn out to be Standard Mobs.
  • False Prophet:
    • During Chapter 3 of the Sith Warrior storyline, Darth Baras claims to be the Voice of the Emperor, which means that everyone in the Sith Empire would worship him just as much as they do the Sith Emperor if true. He's lying so that everyone will obey him as they would The Emperor, effectively making Darth Baras the ruler of the whole Empire.
    • Darth Zash tells her apprentice that they're destined to become empowered by the artifacts they're hunting. The reality is that Zash needs them so she can take over the Inquisitor's body because her body is about to die from Dark Side overuse.
  • Fantastic Nuke: The Shadow Arsenal consists of these.
  • Fantastic Racism:
    • The Empire discriminates against all species besides Sith purebloods and humans.
      • Imperial Non Player Characters in conversations with alien player characters will hurriedly explain that their insulting comment about aliens obviously didn't apply to them.
      • As of the Makeb arc and on, the Empire's institutionalized racism is beginning to ease up, due to the efforts of relative progressives like Darth Marr. By now, aliens are beginning to have more opportunities, even to the extent of possibly joining the Dark Council. The Sacrifice trailer for Knights of the Fallen Empire even features a Twi'lek Sith Lord commanding Imperial fleets.
    • The original inhabitants of Hutta, the Evocii, have sold themselves into slavery to stop the Hutts from committing genocide against them.
    • The attitude of the Jedi toward the Voss. They don't know the Voss, have never been to the planet, and certainly don't understand Voss culture, but many Jedi are already convinced that Voss mystics are evil. You can send a former Sith Lord to the Jedi Academy and everybody praises you for your mercy; send a Voss mystic and you get yelled at because 'Voss mystics are dangerous'. In contrast, the Sith, while they mock the Voss behind their backs, are careful to be respectful of Voss culture in public.
    • A pureblood Sith living on Voss comments that her skin color (orange-red) is an advantage because "the Voss like color".
  • Fantastic Slurs: Imps for the Imperials and Pubs for the Republic.
    • Interestingly, the Bounty Hunter also frequently can refer to members of the Sith Empire as Imps; likely because despite their nominal affiliation with the Sith Empire, they consider their relationship to be strictly business.
  • Fantastic Underclass: The Imperial Agent and Bounty Hunter missions start on the planet Nal Hutta, the Hutt homeworld, which they took over from the native species the Evocii. The Evocii have since been made into slave labor for the Hutts, and are generally looked down upon by other species. One overheard conversation has an imperial officer commenting how he's never seen a species so pathetic they practically deserve to be mistreated.
  • Fascist, but Inefficient: The Empire. Oh, it's very good at shock and awe attacks, and caught the Republic with its pants down thanks to Revan being a complete idiot. But the shiny space station, spiffy uniforms, clean cities and ruthless policies are mostly for show. Slaves are in open revolt just a stone's throw from the capital city walls, and they're working on monuments to the Darths' egos, not infrastructure. Officials are openly backstabbing one another, underlings are trying to invoke Klingon Promotion, and they act like We Have Reserves when they clearly have a smaller population, less industry, and manage to do more damage to themselves through Fantastic Racism and Chronic Backstabbing Disorder. Justified in that their "Emperor" is an omnicidal nutcase who doesn't give a damn about anything but himself. Malgus forces the Empire's hand in the former, and Darth Marr tries to help the latter, but it's too little too late for the most part.
  • Fast-Roping: Used to get NPC Republic Troopers onto a landing pad, during one Ord Mantell mission. Also, in many fights, enemies will do this from seemingly nowhere mid-battle, a mechanic that should seem familiar to Dragon Age II players.
  • Fat Bastard: A number of Imperials using the male body type 4 model, but Lord Paladius most likely takes the cake (and eats it too). He uses his cult on Nar Shaddaa and doesn't really give a damn about the people he's suckered into it. Then he tricks the Sith Inquisitor into coming to see him, and then tries to drain the Inquisitor's life energy and cut them off from the Force itself. It's a shame doing none of that actually saves him, though. And the player character themselves, should they decide to use that body type and go evil.
    • Everybody's favorite evil, cheesy, butterball, Darth Baras. Videos of him squirming mad over failing to break a Republic spy are a meme in the net.
    • Makes all those old jokes about the Dark Side having cookies or cupcakes either Harsher in Hindsight or Hilarious in Hindsight.
  • Fate Worse than Death: Private Falk considers staying on Hoth to be one of the worst fates someone can endure, mostly because he considers the Republic's reason for being there (to find a crashed starship) pointless. He hates Hoth so much that he defects to the Empire when they promise him the chance to get back to the Core worlds. He complains about his fate should you spare him.
    Private Falk: You're leaving me on Hoth? Couldn't you just shoot me?
  • A Father to His Men: During the Imperial campaign on Taris, the Sith in charge of the attack on the spaceport asks you the player to take out several cannon to reduce losses among his troops. Afterwards, depending on the players decision, he either regrets taking heavy losses, or thanks you for helping out. By Sith standards this is positively sentimental.
  • Fighting a Shadow: A letter the Sith Warrior receives at the end of their class quest reveals that the final boss of the Jedi Knight class quest was the Emperor's Voice and not the Emperor himself. However, the death of the Voice puts the Emperor out of commission for a while, so the Knight's struggles were not meaningless, at least until Shadow of Revan.
  • Fighting Down Memory Lane: While trapped in Carbonite during Chapter 2 of Knights of the Fallen Empire, one of the objectives the Outlander has to face is "Defeat Visions from [Their] Past", which involves fighting against 2 previous Arc Villains from the original class stories .
  • Fighting for a Homeland: One of the reasons the Empire is warring with the Republic is to regain former Sith territory from before The Great Hyperspace War.
  • Final Boss Preview: One of the planet quests on Voss, which ends with a vision of a conversation between you and the final NPC you confront in the class story. Even the Jedi Consular's First Son's identity is revealed early on despite it being a Secret Identity.
  • Flat-Earth Atheist: All the non-Force-sensitive classes have the option to express the view that they don't believe the Force to actually exist, and that the Jedi and Sith are nothing but wacky fringe cultists. But unlike Han Solo, they live in a historical period with thousands of active Force-users running around the galaxy, visibly using their powers every day.
  • Flechette Storm: Operatives have the ability Noxious Knives, which is them hurling a series of poisoned knives in a cone.
  • Fluffy the Terrible: The first bosses in the Ravagers Operation are the Ravagers' guard creature (an exoboar roughly the size of a house) named "Sparky" and her litter. Sparky's litter have cute names like "Little Pirate," "Dinner," North," and "Precious," but even the little ones are level 60 elites and have More Teeth than the Osmond Family.
  • Foe Romance Subtext:
  • Fog of Doom: There is a deadly green fog that appears in the underground labyrinth of the Nathema Facility. Players take damage over time if they go in it.
  • Forbidden Holiday: It's revealed that the Old Sith Empire forbade its citizens from celebrating Life Day. This edict was largely ignored.
  • Forgot About His Powers: Essentially the reason why non-force sensitive classes, when going up against powerful Force users like Jadus, Arcann, Malgus, or Revan aren't immediately disarmed and killed (or otherwise incapacitated) by the Force, which they essentially have no means of protecting themselves against.
  • Foregone Conclusion: "Historically" speaking, we "know" that the Republic is going to win, and that the Sith are going to collapse back from a civilization into little more than an army of bloodthirsty brutes and become minor players again for several centuries, or else the trilogies as we know them would never have happened. With three millennia to go before the extinction of the Sith, however, anything can still happen, especially with Disney's Continuity Reboot relegating the storyline to Legends, thus giving the story total freedom to outright contradict the movie canon.
  • Forgotten Phlebotinum: A lot of very powerful technologies show up in the plot once and then never again, even though they're explicitly still in production. The most blatant is the Silencer from the Inquisitor story, a fleet-killing weapon that is used exactly once and then forgotten even though they explicitly issued a lot of them from the first batch and put them into mass production. A more confusing one is Siantide fuel cells from the Warrior story, since the Empire acquires the technology and puts it into production but then the entire Imperial plot for the Rise of the Hutts expansion is how the Empire acquiring a near-identical resource would be a game changer.
  • Foreshadowing:
    • During the Imperial Alderaan quests, one noble says that he'll sooner see the planet blasted into space debris than given over to the Empire. Well, he didn't see it... but everyone else did.
    • In the Jedi Knight storyline, Master Tol Braga plans to redeem the Sith Emperor to the Light Side and defends the seemingly impossible task by citing his past success redeeming a member of the Dark Council. Said Councilor briefly relapses while fighting for the Republic and brutally murders some prisoners before coming to his senses. Braga is stunned that it could happen and the event is a big hint he's over-estimating his abilities.
    • Also in the Jedi Knight storyline, the Knight finds a Jedi they were supposed to meet on Belsavis dead, with the guard standing over them quick to insist it's Not What It Looks Like. He didn't do it, but he's worried he'd get the blame because he's actually one of the prisoners, not a guard.
    • In the prologue of the Imperial Agent storyline, the Agent uses SLV-16 Serum to compel a slave to tell them what they want to know. We also get a mention of Watcher Two’s loyalty conditioning, and on Nar Shadaa we have multiple cryptic conversations with Watcher X. All of this is a big hint at chapter two, when the Empire Brainwashing brainwashes Cipher Nine.
    • In the codex entry for Darth Marr, it says that there are rumors that he has foreseen his own death. In chapter I of Fallen Empire, he is slain by Valkorion when he refused to bow down.
    • In the Sith Warrior's Tatooine arc, if you're Light Sided, your Dark Side Reflection will warn you that its only a matter of time before Baras and the rest of the Sith sense the light inside you and have you killed. Sure enough, Baras betrays you at the climax of the story.
  • For Science!: The exact words of a Republic scientist on Belsavis when attempting to justify conducting cruel experiments on the alien prisoners.
  • For the Evulz: Zig-Zagged by this iteration of the Sith who are not solely interested in carrying an Idiot Ball.
    • That won't stop players from killing and stealing whenever they get the option to!
    • As this video demonstrates, a vicious Sith player can do evil things to innocent people for absolutely no reason whatsoever other than sheer sadism.
    • The Sith Empire uses massive slave labor forces for everything, more or less for its own sake. In practical and economic terms it's a ridiculously inefficient system, especially when droids are cheap and plentiful.
      • Droids are constantly malfunctioning, including those in the Kaas City industrial zone. Using slaves may well be the safer option.
    • Played straight when it comes to their Chronic Backstabbing Disorder. Almost everyone in the Sith Empire is out to screw over everyone else above them while trying to short-circuit attempts to screw them over by the people below them, just to increase that individual's personal status and power. This is most noticeable among the actual Sith, but is also distressingly common among military commanders and even rank-and-file troops. Imperial Intelligence plays the Only Sane Man to this idiocy, just trying to keep their heads down and do their jobs for the good of the Empire as a whole. Until they get disbanded, at any rate.
  • Friend-or-Idol Decision: In the climax of the Jedi Knight's story, you are after The Emperor, who is currently at his weakest. On your way to face him, however, you find out one of your companions is in danger. You are then presented with a choice: You can rescue your companion, but risk The Emperor gain more power, or abandon your companion and head directly for The Emperor. Ultimately, it doesn't matter as your companions survives no matter what.
  • From Nobody to Nightmare:
    • The Sith Inquisitor. Their backstory is that they are a former slave whom the Sith sent to Korriban when it was discovered they were Force-sensitive. By the end, they are a Dark Councilor with the power of multiple Sith Ghosts.
    • The Smuggler starts off as simply a small-time gun-runner. By the end of their storyline, they become either a Republic privateer or a criminal kingpin.
    • The Bounty Hunter starts off as a nobody looking to enter the Great Hunt. By the end, they have not only racked up the most named force-user kills of the Muggle classes but also succeed in taking Supreme Chancellor Janarus out of power, becoming what is later described as a Dark Council enforcer.
  • Fugitive Arc:
    • The first few chapters of Knights of the Fallen Empire has you, along with an exiled Lana Beniko, Koth Vortena, Senya and HK-55, hiding out in the swamps of Zakuul trying to lay low until you manage to escape into uncontrolled space.
    • Act III of the Bounty Hunter storyline has the Hunter becoming the Republic's Most Wanted, which somehow makes it so that no one but Darth Tormen is willing to hire them. Of course, the Hunter is already a war criminal by Republic standards, especially if they're a Mandalorian.
  • Full-Conversion Cyborg:
    • A sidequest on Dromund Kaas features the renegade Sith Lord Grathan having captured loyalist Imperial soldiers and had their brains surgically removed and installed in droid bodies as experimental Super Soldiers. The Player Character meets one who awoke before he could be fully programmed, and begs them to kill him and his comrades and destroy the research, and to tell his commanding officer what happened to them.
    • The Sith Inquisitor's story on Dromund Kaas pits them against their master Lord Zash's rival Darth Skotia, a Sith Lord who has had so much of his body replaced with cybernetic parts that the Inquisitor is able to use Hollywood Hacking to sabotage his body and allow them to assassinate him so that Zash can advance her career.
  • Funny Background Event: During the wrap-up of Act 1 for the smuggler, he gets the opportunity to make a joking comment that he was going to use the fortune they found to hire an army of Wookiees. In the background, Corso can be seen walking by the hatchway and stumbles at those words, apparently having been listening in and thinking he's gonna be replaced by Bowdarr and his Wookiee army. (He even gives disapproval for the comment.)
  • Futuristic Jet Injector: Hyposprays have been introduced as lootable and usable items in patch 2.0.0, specifically for the purpose of injecting isotope-5 trace elements.

    G 
  • Gambit Pileup:
    • The Battle of Corellia at the end of all the class stories.
      • The Jedi Knight leads a small strike team against the Emperor's secret plan to perform a ritual powered by the bloodshed that will kill everyone in the galaxy, all so the Emperor can ascend to godhood.
      • The Jed Consular arrives with alliance comprised of several strategically-important planets and neutral fringe species and goes on to secure important facilities scattered throughout Corellia and exposing Sith sleeper agents hidden among Republic personnel.
      • The Trooper brings in much-needed Republic military reinforcements transferred from other theaters; they assist groundside forces in repelling the Imperials before going on to recapture a critically-important fortress - the same one previously taken by Imperial black ops squads led by Lieutenant Pierce, the Sith Warrior's companion.
      • The Smuggler and the Republic's underworld allies launch a power play to take over their Imperial counterparts, essentially making both groups a combined wild card.
      • The two Sith class stories feature massive, but unrelated, civil wars among the Sith order which sap so much of their strength that any remaining Imperial advantage is lost. The Warrior moves to protect Darth Vowrawn while destroying most of Darth Baras' local assets, while the Inquisitor engages in a ritual Kaggath with Darth Thanaton, both of their entire power bases clashing in the midst of the Imperial invasion.
      • The Bounty Hunter is contracted by Darth Tormen to neutralize key Corellian government and corporate figures to cripple the local resistance and gets caught in Darth Tormen's personal feud with a Jedi Battlemaster and the Supreme Chancellor of the Republic.
      • Finally, the Imperial Agent discovers that all of the above was partially engineered by a hidden third faction, the Star Cabal; their infiltration of both warring powers to ensure that battlefield intelligence is manipulated, critical assets are misdirected, and valuable Jedi and Sith personnel baited into systematically wiping each other out. Thanks to the unexpected Republic reinforcements and Sith infighting, both the Republic and the Empire suffer devastating losses and are left severely weakened enough for the Hutt Cartel and later the Revanites to seize the opportunity.
    • Not counting the two main powers (three as of Fallen Empire) and their sub-factions plotting against each other there are also multiple behind-the-scenes conspiracies going on that hate each other as much as they do the main factions. The most obvious is the aforementioned Star Cabal, but there's also: the Revanites, the other (unconnected) Revanites, the anti-Revanites, the Hutts (with multiple conflicting sub-factions), the anti-Zakuul resistance, The Shroud (which admittedly never achieved much), SCORPIO and the GEMINI droids, and whatever the Sith Emperor is really doing behind the multiple fake plans he's running with his two empires. And those are just the ones in the main plotline.
  • Game-Breaking Bug:
    • A literal example. On certain systems, patches render the game unable to be played, leaving the update progress bar forever stuck, and because the launcher includes the latest patch in each new download, re-installations don't work. The only known remedy is to transfer the files onto another computer (which you may not have), run the launcher on that one, and transfer the client back if it works.
    • On the release of Legacy of the Sith, the Ruins of Nul Flashpoint was mostly stable... until you got to the climactic fight against Darth Malgus, whose first attack in his rotation would frequently register as affected characters falling through the map and sending them back to the nearest checkpoint, making the fight near-impossible, especially for close-range Combat Styles. Players could avoid the worst of it by setting their companion to tank, slowly chipping away at his health, and using a fortuitously-placed piece of scenery to not get yanked around by the particular attack that triggered the glitch, but it still turned an otherwise straightforward fight into an ordeal until it was fixed over a month later.
  • Gameplay and Story Segregation: a LOT.
    • An NPC's level is usually no indicator for his actual power, but rather matched to the expected level at which the player fights him/her. The Big Bad for the first act of the Imperial Agent storyline for example, Darth Jadus, supposedly is second in power only to the Emperor himself, yet is easily vanquished by an agent in his early 30s.
    • The fact that the different player characters are unaware of each other's existence. Canonically, in the vanilla game, they all exist simultaneously and yet, they don't interact at all. E.g. Cypher 9 should be aware of the fact that both Lord Kallig and the Emperor's Wrath are fighting on Corellia. The Hero of Tython and the Barsen'thor should have been comparing notes on the Emperor's Children.
    • It's safe to assume a newly acquired companion will have powers completely unrelated to what you've seen them use before.
    • Force using classes will run into a surprisingly large number of elite troops specially trained to fight Jedi and-or Sith who are nevertheless no more dangerous than any other pack of mooks they face.
    • From Corellia onwards all classes will run into a large number of Jedi and Sith who are also no more dangerous than any other mooks they face. This may explain the previous entry.
    • A fairly ridiculous example in the Consular storyline on Voss; a quest has you find the camp of a lost archeological expedition and rescue the survivor, who expresses amazement at a Jedi turning up so far in the wilderness. Not only is the camp immediately outside a Republic outpost (which you can see in the background during the conversation), but a Jedi master is standing in a tent literally five feet away.
    • In the battle for Corellia there are at least three Republic armies, two of them led by the Jedi council, operating in the same areas at the same time with no interaction or coordination between them. On the same note both Jedi class stories involve dealing with the Children of the Emperor; the Jedi council is involved with both but never mentions the parallel investigation or anything it revealed despite it being utterly mission critical.
    • According to Star Wars: Galactic Atlas, Zakuul is located in the Unknown Regions but the game's galaxy map has it located in Wild Space. The map being current to the movie timeline, this may simply be a case of the names changing over millennia.
    • The Smuggler storyline involves both the recovery of a famous lost treasure and a major robbery of an Imperial treasure ship. We're told that both are massive windfalls, but that doesn't translate into in-game currency. The smuggler also doesn't seem to make any profit from their various side ventures, even though a Dark Side smuggler is theoretically the most successful crime lord in the galaxy (other than the Hutts) by the end of their plotline.
      • Money, in general, is handled inconsistently in order to preserve game mechanics. Supposed windfalls are often insufficient to buy even minor equipment.
    • Similar to the Smuggler storyline is the Bounty Hunter's story. The Bounty Hunter can be ruthless at upcharging clients for their services and is continuously assigned to take down extremely dangerous high value targets (even before winning the Great Hunt, which makes them the hottest commodity in the galaxy), yet none of these bounties' payoffs ever show up on the character's inventory as actual monetary gains.
    • The Ziost plot relies entirely on using environmental effects to shock possessed enemies and break the possession. Electric attacks do not have this effect, which especially stands out for a Sorcerer.
    • Warrior companion Vette starts out wearing a large slave collar. The player can choose to remove it quite early in the game, but outside of cutscenes she's still wearing it.
    • During Eternal Throne the Sith Empress will take advantage of her status as a Guest-Star Party Member to evangelize for the Sith philosophy. She'll do the same spiel even if the Commander is a Sith themselves.
    • Similarly to the above, Overseer Harkun will talk a big game early on about how his protege Ffon Althe is what a real Sith looks like, being a Pureblood. He will say this even if the Inquisitor is also a Pureblood.
    • The Imperial Agent can explicitly defect to the Republic, the Bounty Hunter can do so implicitly (by refusing to do his last job), while the Smuggler can deploy the pirate fleet against both sides; and yet either character will continue to play for the original faction for all PvE or PvP purposes. And by the time of Battle for Iokath and onwards, you can now play for the opposite faction regardless of class.
    • During the Tatooine storyline, one quest has you salvage brains off broken droids in a local tribe's camp. Once you are done, a couple of leaders approach you and demand an explanation as to why you slaughtered your way through their people... even though a stealth class is fully capable of walking through this quest without a droplet of blood spilled.
    • Several characters who are openly bisexual are only romanceable by the opposite gender in the base game. It's most blatant with Kaliyo, whose companion quests involve dealing with her diverse collection of spurned ex-lovers. This was largely corrected in the expansions.
    • During the final main quest for the Inquisitor questline on Nar Shaddaa, Lord Paladius will use his powers to weaken you and, supposedly, sever your connection to the Force. Despite this, in the ensuing battle, the Inquisitor can still use all of their Force powers unrestricted.
    • In the Trooper's Voss storyline, a big deal is made about how the Voss absolutely cannot find out about your strikes against Imperial holdings on the planet. Despite this, nothing is stopping you from fighting Imperial mobs, and in fact you will be doing that quite a bit of you do the planetary questline concurrently with the class questline.
    • At the end of the Jedi Consular's Alderaan storyline, the Light Side option is to convince the noble houses to continue the peace talks at a later date. Due to how the Consular's instance is available much earlier than the remaining planetary questline, its very likely that you will depose Bouris Ulgo shortly after this, rendering the peace talks moot.
    • If the Sith Warrior chooses to remove Vette's shock collar, it will still appear around her neck during actual gameplay (though not in cutscenes). This can be mitigated by changing her headgear.
  • Gangsta Style: Any Merceray-type players or enemies when using their "unload" ability, tilting their pistol sideways and spraying fire. Bonus points for when it's dual-wielded; the user crosses their arms for bracing while firing.
  • Gatling Good: The primary weapon of the Commandos (and companions that can use assault cannons) are Gatling blasters.
  • Gay Option: Though not originally possible at launch, Shadow of Revan and beyond allow you to pursue same-sex relationships.
  • Generic Federation, Named Empire: The Galactic Republic and the Sith Empire, though the latter's rulers are not necessarily of the Sith species.
  • Genocide Backfire: The current Sith Empire is made up of descendants of those few fleeing survivors from when the Republic attempted to wipe them out after their defeat in the Great Hyperspace War.
  • Genre Shift: This happens to a degree with all 4 of the tech class stories as they start as standard sci-fi adventures that ultimately become, well, Star Wars-style epics. The best example might come with The Republic Trooper, who spends chapter 1 hunting down military defectors before later coming into conflict with powerful Sith Lords and much more fantastical allies and enemies in Chapter 3.
  • Ghost Ship: The Theoretika, a "mobile research station" that you investigate during the questline to repair HK-51. Dark, creepy, and completely devoid of any combat (until the very end, anyway), but that doesn't mean that there aren't ways for a careless player to die there.
  • Giant Spider: The Iknayids, native lifeforms on Zakuul which can grow to the size of a Rancor.
  • The Gift: The 4 playable characters that wield the Force are considered this. All 4 are extremely talented warriors, to the point that they are capable of defeating Masters and Darths while still apprentices and by the end of their respective campaigns manage to occupy high ranks of power despite their young age.
  • Glass Cannon: While each class has more than one path for building their character into this, all of them start out this way. Only after several levels do players get to specialize in absorbing damage, or healing, both through progression and their companions.
    • Particularly Sentinels, who have no healing abilities, few damage reduction cooldowns, and little crowd control. To make matters worse, their class quest seems to have been designed more for the Jedi Guardian advanced class, which can tank.
    • Troopers stand out too, as unlike the other classes, they don't get a companion until after they complete the prologue planet, which means they don't get any help in the last area on Ord Mantell.
  • Gloved Fist of Doom: Not surprisingly, Imperial NPCs are very fond of this gesture.
  • God Was My Copilot: Non-Force-sensitive classes can get "Force bonuses" to their combat ability.
  • Going Through the Motions: It seems everyone in the galaxy has the same body language.
  • Good Cannot Comprehend Evil: Played tragically straight with Tol Braga. He genuinely was a good man but his idealism was shattered when he saw the full extent of the Emperor's evil; his pride in believing he could redeem anyone was similarly broken. He can be redeemed but it's still pretty heartbreaking.
    • Light sided Imperial characters, especially the Sith Warrior and Sith Inquisitor, provoke a more "good cannot comprehend good" scenario, with multiple Republic and Jedi aligned characters having a lot of difficulty processing that you're not a gleefully murderous Card-Carrying Villain. A light-sided Inquisitor especially is considered outright insane for it, although admittedly the sanity of the Inquisitor is somewhat doubtful in any case.
  • Good Is Boring: Sith Inquisitors can usually respond with an option marked as "Yawn." when lectured by a Jedi.
    • Sith Warriors can taunt a Jedi bragging about the serenity of their ways with a flippant "How incredibly boring."
    • There is a reason that the Jedi Consular is the only class that does not get 'Funniest/Best Lines of...' videos on YouTube.
  • Good Is Dumb: How a lot of fans see the light side choices for a lot of Republic missions, viewing them as hopelessly idealistic and naive (for example, the Light Side ending of Republic Balmorra's planetary quest is to destroy the superweapon you spent the entire questline pursuing, denying the Republic a crucial advantage over the Empire, purely because the project's chief scientist said it might damage the planet's ecology). On the other hand, light side Empire choices are generally viewed as being the voice of reason in a conversation, mainly because Empire dark side choices tend to be on the level of Cartoonish Supervillainy.
    • Also, even if both have their strong and weak points, the Republic tends as a whole to look downright clumsy and incompetent compared to the Empire in the Imperial stories, while the more ruthless Republic leaders also tend to be the most effective.
  • Good Is Impotent: In the Knights of the... expansions the Mandalorians and Sith Empire throw in with the resistance against Zakuul, while other than a few defectors the Republic sits out the entire war.
  • Good Is Not Dumb: Satele Shan is a prime example, being a Jedi Master, but also practical and tough enough to be taken seriously, and considered essentially the Republic's Big Good. Any Republic player character that avoids the more overtly Ice-Cream Koan/Patriotic Fervor-infused dialogue choices will come off as this as well. Furthermore, with all said and done, the Republic ends up holding the upper hand by the time the Makeb arc starts, so they're clearly doing something right.
  • Good is Not Nice:
    • Many Republic quests give players the option of reacting with righteous fury to the Knight Templar behavior of authorities. For example, after discovering the Mantellian army officers on Ord Mantell torturing a woman just because she took part in a protest, you can threaten to kill everyone else in the room to set her free.
    • Dark-Sided Republic characters can be seen as this. While they still serve the Republic, they would commit morally questionable acts to get the job done.
  • Good Republic, Evil Empire:
    • Played straight in the vanilla game. While there are shades of gray on both factions, it is still usually quite clear which side are the good guys. In the expansions, however, the Sith Empire starts to get portrayed in an increasingly positive light (perhaps due to the fact that the Omnicidal Maniac Vitiate no longer rules it), while the Republic's new chancellor Saresh is shown to be petty, vindictive, and dishonorable. Saresh's nastiness goes to such extremes in Knights of the Eternal Throne that this trope is briefly inverted with the two playable factions, regardless of whether you play as an Imperial or Republic Outlander.
    • However, Knights of the Fallen Empire and Knights of the Eternal Throne introduce a new antagonist faction, called the Eternal Empire, while forces from the Galactic Republic and the Sith Empire merge to create a new faction, called the Alliance (note the parallels with the Rebel Alliance and the Galactic Empire from the Star Wars original film trilogy). In this sense, the trope is also played straight in these two expansions.
    • And finally, the storylines from Onslaught onwards play this straight again, as the Sith Empire returns to its Might Makes Right philosophy while the Republic and Jedi strive to preserve a peaceful democracy. However, the Empire is led by either Acina or Vowran, both of whom are Internal Reformists working to root out the more petty and self-destructive tendencies of the old Empire, and playing as a Republic-aligned character doesn't stop you from committing numerous atrocities of your own.
  • Gondor Calls for Aid: Many of the Republic arcs involve recruiting allies who would not normally want to get involved, or who don't even like the Republic (but dislike the Imperials more). The Smuggler, almost by accident, recruits half of the criminal underworld to join in with the Republic war effort. The Consular's arc is all about this with the Rift Alliance (neutral worlds who got burned by the Imperials). By the time the Consular rolls into Imperial-occupied Corellia, there's a multi-planet, multi-species army in tow.
  • Gotta Catch Them All: Datacrons. Most of them are hidden, and the majority give a permanent stat boost for finding them. A few, however, give "matrix shards" which can be assembled on the capital worlds to create stat-boosting "matrix cubes", which you can equip.
  • Government Drug Enforcement: Ord Mantell separatists force teens at gunpoint to join their army, and keep them running on stims, to make them into aggressive Slave Mooks. One person manages to snap out of it, but not before rambling on about how awesome he (not really) is. This kind of drug- and violence-induced programming is common in real-life child soldiers, as is the associated identity displacement.
  • Gracefully Demoted: At the end of the Republic Trooper prologue, the entire Havoc squad except you as the newest recruit and your sergeant Aric Jorgan defects to the Empire. While it's mostly a failure of the brass, they must make an example of someone and decide to demote Jorgan, resulting in a situation where you outrank him and must thus take command of (the remains of) Havoc. Jorgan takes it rather stoically, both because he blames himself for not spotting the traitors in his squad earlier, and because he never actually wanted to lead the squad himself.
  • Grand Theft Me: The Sith Inquisitor storyline features Lord Zash attempting this on the player character as she has used up all her life-force on dangerous rituals and is in desperate need of a replacement body. The player turns out to have been chosen and groomed for this purpose alone but she gets trapped by her own scheme when Khem Val interposes himself during the mind transfer ritual and she gets stuck in the monstrous humanoid's body instead. She had ''another'' vision seeing that you would kill her and bring new life to the Sith. She probably didn't see getting trapped in Khem Val coming, though.
    • This is also Valkorion/Vitiate/The Sith Emperor's ultimate plan for the Outlander at the end of Knights of the Eternal Throne. Although he spent most of the two expansions trying to convince you that his time has passed and supposedly grooming you to rule the Eternal Throne, he actually just wants to bodyjack you as his new host so he can dominate the galaxy again.
  • Gray-and-Gray Morality: Interestingly enough, morality isn't decided by faction so it is entirely possible to be a a greedy and selfish Dark Jedi fighting for the Republic and a rational and loving Sith fighting for the Empire.
    • Thirty minutes on Ord Mantell is usually enough to nip any Good Guy/Bad Guy discussions in the bud. The Republic-backed government is astonishingly corrupt, soldiers are bullying the civilian population openly, and the Imperials are taking full advantage of the mess by supporting anti-Republic terrorists, who are themselves using indoctrinated, drug-dependent child soldiers and operating out of a James Bond-style volcano fortress.
    • Belsalvis takes the cake; It's a Republic Penal Colony, ostensibly saved for the "worst of the worst." The prisoners there are treated horribly (one remarks he's grateful his cooperation will get him weekly showers), experimented on with leftover Rakata technology, forced into deathmatches (the guards bet heavily on the results), and even their descendants who have done no crime whatsoever are treated like maximum security inmates. The Senator and Warden in charge blow it off by saying "they're descended from scum, they're scum too, and might as well gain some scientific benefit/credits/kill them off to save money." (To top it off, the "scientific research" is being done with cripplingly flawed methodology, meaning its findings are probably useless. Nice going, Mengele.) There's a planet-wide Prison Riot going on between the inmates who have had enough and their innocent descendants on one side, the prison guards on the other. The Imperials are supporting (and, admittedly, provoking) the inmates and their descendants. The Republic players have a lot of But Thou Must! to look the other way on all the abuse, when they aren't given a chance to make things better, though it's implied that lots of careers are going to end over the debacle.
    • The two factions themselves are often morally grey as well, as both sides have elements itching to make the cold war hot and are constructing planet-destroying superweapons to boot. The difference is that the Imperials usually embrace their sadistic and warlike tendencies in service of the dark side, while even the most reprehensible Republic characters will at least pay lip service to acting For the Greater Good.
    • There is a strong argument that most of what is wrong with the Empire lies with the loony cult of Ax-Crazy Evil Sorcerers running the place, though its institutionalized racism ironically makes the Sith the only thing in the Empire that resembles an actual meritocracy.
  • Green-Skinned Space Babe: Between the Twi'lek, Mirialan, Sith Pureblood, Togruta, and Chiss species to choose from, any possible skin color for your babe is available to pick from. Twi'leks and Togrutas come in an astonishing array of colors, while Mirialans are shades of green, Purebloods are shades of red, and Chiss are shades of blue.
    • In the Trooper storyline, the PC is ordered to help the (Mirialan) Wraith with a mission. The 'affirmative' response is: "Go to place X, do what the Green Woman tells you."
  • Grenade Launcher: The Commando's specialty, good for keeping enemies off their feet.
  • Grimy Water: Vandin has pools of a noxious, clear liquid that is apparently toxic and causes stacking continuous damage if you step in it.
  • Groin Attack: The Scoundrel has this as one of their abilities. It works against everything, even droids and creatures whose body structure should make it very difficult.
    • During the intro sequence for an Imperial Agent, in the background a Gamorrean is demonstrating that Rodians are vulnerable to this.
  • Guide Dang It!: At the end of the Jedi Consular's second chapter, you and your party lead the allies you spent the chapter gathering against an Imperial fleet. It quickly turns out that the fleet was a trap, and under most circumstances, your gathered forces all almost entirely wiped out. However, if you told Theran to scramble the Imperial fleet's communications in a seemingly offhand conversation during the preparations, a good portion of your allies will successfully escape. There is nothing to indicate that scrambling the coms would cause this.
  • Guilt-Based Gaming: Go a while without logging in or unsubscribe and you'll get e-mails about how your most-used companions miss you.
  • Guns Are Useless: Averted, guns are just as capable of killing Jedi and Sith as lightsabers and Force powers.
    • In particular, adversaries in one quest boast about how the last Sith they met failed to last a full second, due to their resident sniper separating their head from the shoulders. Of course, if you're playing a Sith, you might notice they don't have a sniper with them...
    • Played with a lot. It seems like almost every other conversation before a combat (if you're a Jedi or Sith class) has the alleged Elite Mooks telling you all about how they're specifically trained to take down Jedi/Sith, have racked up impressive amounts of Jedi/Sith kills, and know exactly how to counter all your impressive Jedi/Sith tricks. Then the cutscene ends, and you almost invariably wipe the floor with them.
    • The inverse happens a lot too. Non force-users frequently get Force-users taunting them about how they have no possible chance against a Jedi/Sith... only for the cutscene to end and them getting instantly slaughtered.
    • Played straight in the sense that often unarmed combat moves do more damage than weapons (Scoundrel pistol whipping, commando attacking with the butt of the gun, Pureblood slap emote.)

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