Makara

Makara is a generic Sanskrit word meaning any fabulous beast that is half fish, half mammal. Our western Capricorn (half goat, half fish) could be considered a makara. There are also elephant makaras, lion makaras, tiger makaras, and so on - in fact, mermaids could be considered makaras! A horse makara is also known as a hippocampus.
The GM may invent other types of Makara. The stats are dependent on the species — elephant makaras are stronger but less dextrous than goat makaras, for example. The nature of any particular makara is also left up to the GM. Some are inimical to man, some friendly, some can be swayed either way. Others are tricksters that help humans, but love to tease them first. This nature doesn‘t even seem to be species-related - some tiger makaras help and some attack.
Makaras have limited intelligence. They cannot speak (mermaids are an exception), nor do they understand human speech. They can sense distress, however, and will respond to it according to their individual natures. After a shipwreck, for example, one might show up to aid — or eat — the survivors.
Those makaras which aid people will intuitively understand most basic needs - food, fresh water, land, protection from sharks, and so on. They will not aid quests beyond these universal needs - no locating the long lost Wish Ring of Count Bufo, for example. Likewise, they will not help recover dropped weapons, backpacks or other possessions. They will sometimes allow themselves to be ridden - make a reaction roll.
Those makaras which are inimical to humans will attack ravenously. For makaras that can be swayed either way, make a reaction roll with appropriate modifiers.
A makara can come onto land, but is extremely handicapped if it does so. On land, its Speed is 1, and DX is halved for all purposes; it must return to water within one hour, or lose 1 hit point per minute thereafter.
*Hippocampus
*Makara, Elephant
*Makara, Tiger
Category:Myth