I imagined more like multiple layers of kami's lookout- though it might just have had something to do with Mr. Popo and his turban.
http://dragonball.wikia.com/wiki/Kami's_Lookout2nd attempt. Thanks for everyones input. Suggestions about the setting are great. I was thinking that the the more multiples in the exploration rolls, the higher up the tower it may represent (and the greater the riches/treasures). Having something like 'Devi stones' instead of Wyrdstone may work- it makes me think of Indiana Jones though, 'fortune and glory.'
Ind Mercenaries
Max. size 15 models. Minimum 3.
Heroes
1 Raj
60 Gold Crowns to Hire
Often a Prince or man of noble birth, he gathers men to follow him to find fortune and glory, exploring the ruins of the Kingdom of a thousand gods. His high status in society means that his orders are followed without hesitation, his wealth also helps with this.
M WS BS S T W I A LD
4 4 4 3 3 1 4 1 8
Weapons/Armour: May choose weapons and armour from the Warrior List.
Special Rules
Leader: Any models in the warband within 6" of the Raj may use his Leadership instead of their own.
0-3 Kshatriya
35 Gold Crowns to Hire
Members of the warrior caste of Ind society. They are often hired as mercenary bodyguard as they as well trained with marshal weapons.
M WS BS S T W I A LD
4 4 3 3 3 1 3 1 7
Weapons/Armour: May choose weapons and armour from the Warrior List.
0-1 Guru
45 Gold Crowns to Hire
Gurus are the keepers of sacred knowledge in Ind society. Their wisdom is often sought, and their connection to the Gods makes them dangerous enemies.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armour: May choose weapons from the Serf List.
Special Rules
Sacred Knowledge: A Guru Starts with one Guru Power. When choosing a skill a Guru can opt to roll for another Guru Power instead.
Holyman: A Guru cannot wear armour of any kind.
Jungle Mystic: Trained tigers within 6" of the Guru may use his leadership.
Henchmen
0-5 Guards
25 Gold Crowns to Hire
Trained to defend their kingdom, it's a guards lot in life to go where they are told to and defend their Raj with their all, as long as the money keeps flowing.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armour: May choose weapons and armour from the Warrior List.
Shudra
15 Gold Crowns to Hire
The lowest caste in Ind society, they are effectively slaves to whoever's land they live on. Surviving on scraps, they are grateful for any opportunity to escape from the hard toil of their usual lives.
M WS BS S T W I A LD
4 2 2 3 3 1 3 1 6
Weapons/Armour: May choose weapons and armour from the Serf List.
Special Rules
Untouchable: It is unacceptable for Serfs to rise in Ind society. Whilst they may gain advancements like normal henchmen, all 'the lad's got talent' rolls, must be rerolled.
0-1 Trained Tiger
70 Gold Coins to Hire
Dangerous hunters from the many lush jungles of Ind, Tigers are prize pets of the noble class. Powerful and savage, many a person has met their end at the teeth and claws of a tiger.
M WS BS S T W I A LD
6 3 0 5 4 2 3 2 5
Weapons/Armour: Teeth and claws. Trained Tigers may never carry any weapons, armour or equipment. They suffer no penalties for attacking unarmed.
Special Rules:
Animals: Tigers never gain experience.
Jungle Instincts: Tigers may climb terrain like normal models. In addition tigers can reroll failed iniative checks for falling or diving charges.
Skill Lists
Combat Shooting Academic Strength Speed
Raj x x x x x
Kashtriya x x - x -
Guru x - x - x
Patron God
An Ind band picks one Patron God (when starting) from the following list and gains the benefits.
Siva, God of Destruction – Guru starts with +1 S, Shudra start games frenzied but do not gain experience.
Vaishnu, God of Preservation – Raj's Leadership extends 12”, Guru has +1 to casting rolls.
Indran, God of War – Guru starts with +1 WS, Guard start with +1 WS.
Lakshma, Goddess of Wealth – Guru starts with +1 Ld, Warband starts with +100gc.
Durga, Goddess of Protection – Guru hates evil warbands, Kashtriya start with +1 BS.
Guru Powers
1. No Pain – D8 – 6” range, all friendly models knocked down stand back up, models stunned become knocked down.
2. No Mind – D7 – 10” range, all friendly models Immune to Psychology for until the Guru's next shooting phase.
3. Divine Peace – D8 – 10” range, all enemy models must pass a Ld test to charge.
4. Karmic Master – Auto – Player may reroll one injury roll or exploration dice per game.
5. Healing Palm – D9 – 6” range, one model may ignore any injuries on a 4+ until the Guru's next shooting phase (in addition to any armour saves).
6. Yoga Training – D10 – 18” range, all friendly models gain +1 armour save, and may reroll any failed iniative checks, lasts until the Guru's next shooting phase.
Ind Equipment
Warrior List
Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Halberd – 10gc
Double Handed Wpn – 15gc
Fighting Claws – 35gc
Flail – 15 gc
Range Weapons
Chakram / Throwing Knives - 15gc
Bow – 10gc
Crossbow – 25gc
Handgun – 35gc
Armour
Helmet – 10gc
Shield – 5gc
Buckler – 5gc
Light ar. – 20gc
Heavy ar. – 50gc
Serf List
Melee Weapons
Dagger – first free/2gc
Mace/Hammer – 3gc
Axe – 5gc
Spear – 10 gc
Range Weapons
Sling – 2 gc
Short bow – 5gc
Bow – 10gc
Armour
Shield – 5gc
Light ar. – 20gc