"Doutor! Dói quando eu movo meu braço assim!" "Então não faça isso, então ..."
Na página 168, as regras discutem o que significa ser "retirado" - e, em particular, como são as circunstâncias em grupos em que Taken Out equivale a "morto":
A regra como respostas escritas, portanto, é que o mestre fez uma má escolha em definir as apostas dessa maneira e deve reavaliar os desejos dos NPCs em questão.So, if you think about it, there’s not a whole lot keeping someone from saying, after taking you out, that your character dies. If you’re talking about a physical conflict where people are using nasty sharp weapons, it certainly seems reasonable that one possible outcome of defeat is your character getting killed.
In practice, though, this assumption might be pretty controversial depending on what kind of group you’re in. Some people think that character death should always be on the table, if the rules allow it—if that’s how the dice fall, then so be it.
Others are more circumspect, and consider it very damaging to their fun if they lose a character upon whom they’ve invested hours and hours of gameplay, just because someone spent a lot of fate points or their die rolls were particularly unlucky.
We recommend the latter approach, mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. On top of that, all the story threads that character was connected to just kind of stall with no resolution, and you have to expend a bunch of effort and time figuring out how to get a new character into play mid-stride.
That doesn’t mean there’s no room for character death in the game, however. We just recommend that you save that possibility for conflicts that are extremely pivotal, dramatic, and meaningful for that character—in other words, conflicts in which that character would knowingly and willingly risk dying in order to win. Players and GMs, if you’ve got the feeling that you’re in that kind of conflict, talk it out when you’re setting the scene and see how people feel.
At the very least, even if you’re in a hardcore group that invites the potential for character death on any taken out result, make sure that you telegraph the opponent’s lethal intent. GMs, this is especially important for you, so the players will know which NPCs really mean business, and can concede to keep their characters alive if need be.
No entanto, você está perguntando quem se dobra quando a força imparável encontra o objeto imóvel. Neste caso, as regras sugerem strongmente que o GM faz - a capacidade do jogador de conceder nesta circunstância significa que se ele ou ela quer que seu personagem sobreviva, o personagem o faz. Cabe ao grupo, como você cita acima, chegar a um consenso sobre como isso acontece.
Na situação que você descreve, eu posso fazer com que os bobcat-maul matem o personagem e deixá-lo por morto , deixando-o ferido, mas capaz de se recuperar com atenção médica mais tarde. Mas em qualquer caso, uma vez que a decisão é feita para conceder, é um bom momento para parar e verificar se todas as partes estão na mesma página sobre a história que está sendo contada aqui.