1.73 meters (5'8")
92 kilograms (203 lb)
|Chronological and Political Information|
Kor, son of Rynar, the last son of the House of Kor and descendant of the Klingon Imperial Family, was among the most influential warriors and respected military leaders of the Klingon Enclave. Throughout his illustrious career, Kor played key roles in many legendary battles against the Hynerian Enclave. Kor's influence in the Enclave would elevate him to the status of Klingon Dahar Master. Kor, having long been out of favor with the Chancellor and the High Council, and unable to secure his own command, went into self-exile. His journey brought him to Phantom Station where he started a small weapons shop and can frequently be found at Quark's enjoying Klingon bloodwine.
RPG D6 StatsEdit
Type: Weapons Merchant
Blaster 4D, Melee Combat 5D, (S)Melee Combat: Bat'leth 6D
Streetwise 4D, Tactics 5D, (S)Value: Weapons 5D
Bargain 4D, Con 5D, Search 4D
Blaster Repair 3D, Melee Weapon Repair 4D
Combat Finesse: At the time of character creation only, the character receives 2D for every 1D of skill dice allocated to melee combat, thrown weapons and brawling.
Intimidation: Klingons gain a +1D when using intimidation due to their fearsome appearance.
Redundant Anatomy: All wounds suffered by a Klingon are treated as if they were one level less. Two kill results are needed to kill a Klingon.
Forehead Ridges: The Klingons thick frontal cranial bones provide +1D against physical attacks only. Does STR+1D damage if used to head-butt an opponent.
Force Points: 1
Dark Side Points: 0
Character Points: 10
Equipment: Datapad, Comlink, Bat'leth (STR+3D/STR+2D, Difficult).