Just a kinda weird scenario that the rules as written seem to support.
I have Sven and Ur-Kek in my cohort.
1. Sven is pushed into a pit (lethal hazard) by an opponent. Ur-Kek is standing about 6" away.
2. The lethal hazard triggers and removes all of Sven's vitality.
3. I choose to trigger Sven's Disengage instead of gaining Favor.
4. Sven takes a Move action and moves towards Ur-Kek.
5. Sven, still having no vitality, is now defeated. Because I moved him towards Ur-Kek, Ur-Kek can now drink his sweet life force with his Consume Essence ability.
Kinda weird, since the reason for Sven having lost all of his vitality is supposed to be that he fell into the pit, which is far away from Ur-Kek.
Can anyone think of any reason why this wouldn't work?
If we wanted to fix this minor quirk, my suggestion would be to add a clause (slash house rule) to the lethal hazard rules saying that once you touch it, in addition to losing all your vitality, it also prevents you from moving for any reason until you are removed from play.
This is if we want the lethal hazard to feel like something you die because you fall *into*. If we see it as a thorny bush that is covered in deadly poison, then the above scenario is thematically acceptable - but since the AR starter includes a pit template, I feel like we are mainly working with the idea that most lethal hazards are pits.