Overview
Snares and grabs are shared rules that any creature can use. Both restrict movement only: while held, you can still attack, cast and block. Neither is ever a stun, and neither asks you to mash buttons.
Snared
A snare — such as a Rootcrawler’s root around your leg — slows your movement sharply and tethers you to its source. A coil of roots at your ankle pulses tighter as the strain builds.
To escape, walk away. The tether stretches, and real movement away from it builds tension until it snaps and you move normally again. A dash can’t skip it. For a short time after a snare snaps, you can’t be snared again.
Grabbed
A grab — such as a Tideclaw’s claw — comes after a slow, readable wind-up. While grabbed you cannot walk, and you may be dragged a short distance. A clamp bar shows the hold.
A strong enough stagger on the grabber releases you. After a grab ends you are protected for a few seconds, so nothing can grab you again straight away.
Connections
See also
- Creature behaviour Game system
- Physical combat Game system
Referenced by
- Armoured scavenger Game system
- Coil ambusher Game system
- Rootcrawler Creature
- Tideclaw Creature