Vampire the Masquerade
VSS Boundaries : Centred around Red Deer (~90min drive). South of Leduc, North of Airdrie, east and west ~90min drive).
Central Alberta domain boundaries starting in north circling east then south then west and again north.
Telfordville, Camrose, Daysland, Forestburg, Castor, Endiang, Drumheller, Crossfield, Dogpound, Water Valley, Horburg, Buck Creek, back to Telfordville.
Real life mortal population in towns & rural ~275,000-300,000
DST/iVST Name : Shane Stimson
DST/iVST Email : email@example.com
Domain Code: CND-022
City Type: VSS A Camarilla controlled Domain/City
Other Vampire Political Affiliations Active in the Domain:
There are a few Anarchs that come and go, and are tolerated as long as they adhere to the traditions and are not seen as openly inciting or prosecution war with the Sabbat while in the territory.
Anarchs, IA and Unaligned are uncommon (and limited in total number to 1 per 3 total Camarilla PC character population) and openly Sabbat characters are not permitted per setting rules. [as per Venue Creation document, step 2 d) i. A Camarilla City]
Lone Giovanni Territory: Three Hills, Carbon, Drumheller, Rumsley, Rowley, Morrin, Michichi, Hesketh, Didsburry, Cremona, Carstairs, Crossfield, Dogpound, Stirlingville, Sunnyslope, Linden & Acme
NPC Camarilla Domain Holder 1 (Ventrue Ivan Chumak): Ponoka, Menaik, Maskawacis, Wetaskawin, Camrose, Daysland, Ferintosh, Heisler, Donalda, Bashaw
NPC Camarilla Domain Holder 2 (Malkavian Kendra Moors): Rimbey, Thorsby, Sunnybrook, Warburg, Alsike, Breton, Norbuck, Winfield, Ma-Me—O Beach, Pipestone, Falun, Hoadly, Bluffton,Leedale, Buck Lake, Alder Flats
NPC Camarilla Domain Holder 3 (Nosferatu Mahihkan): Rocky Mountain House, Lesliville, Eckville, Raven, Caroline, Stauffer, Condor, Alhambra,
NPC Camarilla Domain Holder 4 (Gangrel Pakwaciminos): Stettler, Halkirk, Red Willow, Mirror, Haynes, Pine Lake, Delburne, Elnora, Big Valley, Byemoor
NPC Camarilla Domain Holder 5 (Ventrue Anthony Tiberius): Sundre, Olds, Bowden, Innisfail, Eagle Hill, Garrington, Elkton, Bergen
MISSING: NPC Domain Holder 6 (Brujah Stephania Woodlea, “Lea”): Formerly Domain holder over Red Deer, Lacombe, Sylvan Lake. Missing with all her retainers and servants for ~5 years. Just disappeared.
Once formed and the title granted, the Prince of the Domain will “officially” hold Praxis over all of Central Alberta. However, part of their agreement in assuming power will be to recognize the rights of the Elders over their personal Domains. The Prince will hold authority over the entirety but the Elders will be watching, and in the end, they hold the ability to remove an unworthy Prince.
Theme: Suspicion, Intrigue, a forced peace leaves everyone on edge and unsure what to do.
Mood : Suspicion, a Dark aura of worry about when and if the Sabbat will hold to the Blood Accord or if they will try to gain a foothold for after the peace ends. The political aspirations of their Elders and Edmonton Camarilla underlies the apparent calm water above.
Setting: BNS MES Vampire: The Masquerade
Since the early days of the fur trade Gangrel have walked the lands of Alberta, as the settlers came and populations started to rise a few Elders were able to lay their claim to personal domains through Central Alberta. In the 1900's the Camarilla came and Claimed Edmonton followed shortly after with the Sabbat laying claim to Calgary.
Caught in the middle, 6 Elders gathered together in council and formed a treaty of mutual defence against both Sabbat hostilities and to keep Edmonton from laying claim over their personal Domains. Quickly following this Treaty the Elders presented themselves at the Edmonton Court stating their claims and defence pact. Edmonton acknowledged the specified territories in Central Alberta to be under the Jurisdiction of the Elder council and agreed to not overtly try to Claim the Elder Domains of Central Alberta provided that they act as a buffer between Edmonton and the Sabbat of Calgary. As all were already loosely tied to the Camarilla they agreed, putting themselves under the judgment of the Inner Circle and their representatives.
Mid-Late 1900's brought Anarchs up the West Coast and through the Rockies to Alberta. Granting territory to these Anarchs bought another buffer and resource in the war with Cardinal Strathcona of Calgary. After the Anarchs claimed Edmonton this territory was left vacant until agreement with a Lone Giovanni was reached.
In the Early 21st Century with the Red Star high in the sky and the Camarilla on the decline the Elders strike a deal with a Giovanni. Guard/sentries duty in the south in exchange for permission to make their home in the Badlands and south central Alberta.
City Description :
Until recently the Domain of Central Alberta has been ruled by a council of 6 Elders bound together by some treaty. Recently (within the last 3 years) one of the 6 and all her retinue/servants have simply vanished. She was believed to have been the strongest of them.
The territory of Red Deer, Lacombe, Blackfalds, Penhold and Sylvan Lake was agreed to be left “vacant” open as a Rack for those who wish to pay tribute and seek acknowledgement. Each of the remaining 5, chose one servant each to jointly rule and administer the central Domain (as well as their Masters) until other arrangements are made. In the last year the Elder council themselves have stepped back into the shadows, still around but leaving the running of the entire Central Alberta domain in the hands of their representatives.
It has become a commonly known that opportunity may exist for Central Alberta, centralized in Red Deer, Lacombe and Sylvan Lake, to form a official Camarilla Princedom should a suitably capable Kindred step forward (with the proper approval and continued Tribute to the remaining 5 Elders of course).
City/Domain Timeline: This should include any common knowledge city events.
Rocky Mountain House and Acton House fur trading posts opened.
Rocky Mountain House and Acton House merge
Nosferatu Elder going by name Mahihkan, claimes Rocky Mountain house as his Domain.
Father Albert Lacombe travels the Praries evangelizing the Cree and brokers a peace between the Cree and Blackfoot.
Rocky Mountain House fur trading post closes though the settlement remains.
By the late 1800's Mahihkan expands his Domain to include everything west of Raven and Eckville.
Father Albert Lacombe relocates to Calgary. A lesser priest by the name of William Ferintosh, who has travelled with and assisted him since 1867, disappears one night while at a stop near the old Calgary-Edmonton Rail Bridge.
William Ferintosh abducted and embraced
Robert McClellan built a stopping house at the crossing to take advantage of the traffic on the Calgary & Edmonton Trail.
Reverend Leonard Gaetz, for unknown reasons gave a half-share of 1,240 acres (5.0km2) he had acquired to the the Calgary-Edmonton Railway.
Assumed to have been influenced by the Ventrue Anthony Tiberius
Fort Normandeau. With the settlers afraid of violence during the Riel Rebellion, Robert McClellan's hotel was fortified by the 65th Mount Royal Rifles under the command of Lt. J.E.Bedard Normandeau.
Alberta Lumber Company facilities near Innisfail, owned by the same principals as the railway. Grading commenced in 1887 but stopped after a month due to unexpected financial problems.
Alberta Lumber Company interests in the railroad were sold to a new venture, the Calgary and Edmonton Railway Company. The new company was incorporated by the federal government to build a railway from Calgary north to a point at or near Edmonton (about 190 miles) and from Calgary south to Fort McLeod and on to the international boundary. It was also given the right to extend northward toward the Peace River area. For each mile of railway constructed, the company would receive a land grant of 2560 hectares (6400 acres). Selling and managing these lands was the Calgary and Edmonton Land Co., incorporated in 1891. The primary stockholders of the Calgary and Edmonton Railway Company were James Ross, William Mackenzie, Donald Mann and Herbert Holt, all very familiar with building railways.
Ventrue Elder Anthony Tiberius, a previously unremarkable figure in the Kindred claims a Domain from Innisfail to Sundre in Central Alberta. Kindred circles learn him to be a hidden backer and silent partner behind the Calgary and Edmonton Railway Company.
Calgary-Edmonton Railway opens.
Fort Norandeau discovered destroyed and abandoned.
It is unknown what occurred. It is theorized that a supernatural force of some sort was involved or incited the local indigenous to destroy it.
North Red Deer Hamlet formed on C&E Rail Line.
William Ferintosh re-appears with his Ventrue Sire Ivan Chumak, they help found/build the first school in Wetaskiwin Settling in the area.
William Ferintosh and his Sire open the first Wetaskiwin newspaper. Willim Ferintosh runs it.
Red Deer incorporated as a Town.
A female Brujah going by the name of Stephania Woodlea or “Lea” for short arrives in Red Deer, taking control and/or destroying those who contest her claim to the Domain. Trading post documents show she was travelling with George Hammond around the time of the Cypres Hill Massacre. She does/did not speak of events that occurred nor has she ever Acknowledge that she was there.
Lea was travelling with George Hammond as noted on the registries of several trading posts. It has been theorized that the massacre may have in part been due to her frenzying. https://en.wikipedia.org/wiki/Cypress_Hills_Massacre
Wetaskiwin becomes a town
Wetaskiwin becomes a city. It is now commonly known in Kindred circles that Ivan Chumak officially lays claim of Domain from Daysland, Camrose, Wetaskawin to Ponoka. and all visitors must report to William Ferintosh at the Newspaper office.
Red Deer becomes a major divisional point for the Canadian Pacific Railway
Alberta Central Railway and Canadian Northern Railway enter Red Deer and open stations. North Red Deer becomes a Village
Canadian Pacific Railway Acquires Calgary-Edmonton Railway.
Rocky Mountain Hose is a firmly established town under the protections of the Nosferatu.
Red Deer became a city.
Camarilla formally lays claim to both Edmonton and Calgary.
Stephania Woodlea claims Lacombe and Sylvan Lake as part of her Domain. A Malkavian that had taken residence in the Summer Villages of Sylvan Lake disappears for several years. She Latter reappears claiming territory that encompass the north end of Gull Lake, all of Pigeon Lake and Buck Lake as her own. No one disputes her claim and eventually she is recognized as one of the founding Elders.
Sabbat after a successful war led by Cardinal Strathcona and his secretive tactics wrest Calgary from the weakened Camarilla court making it a Sabbat Domain.
An Elder Gangrel arrives in Red Deer. Lea and Pakwaciminos have an altercation ending in a stalemate. Pakwaciminos departs and latter lays claim to Stettler and surrounding country from Castor to Pine Lake.
Camarilla is at it's all time high in might, art, scholarship and power. Kindred from Edmonton are trying to expand south and the Sabbat of Calgary are trying to expand North.
Caught in the middle 6 Elders gather in council and form a treaty of mutual defence against both Sabbat hostilities and to keep Edmonton from laying claim over their personal Domains.
Shortly after signing the Treaty of Six, the Elders formally presented themselves at the Edmonton Court as a independent domain, noting their defence pact.
Edmonton acknowledged the specified territories in Central Alberta to be under the Jurisdiction of the Elder council and agreed to not overtly try to Claim the Elder Domains of Central Alberta provided that they act as a buffer between Edmonton and the Sabbat of Calgary.
The Domain is to be considered Camarilla and ruled by this council of Elders.
As all are already loosely tied to the Camarilla they agreed, putting themselves under the judgment of the Inner Circle, their representatives and adhering to the Traditions is really no hindrance or change from their previous perceptions.
Territory was granted to Coterie of Anarchs by the six Domain Holders, buying another buffer and resource in the war with Cardinal Strathcona of Calgary.
Brought Anarchs up the West Coast and through the Rockies to Alberta.
The Camarilla court in Edmonton falls into disarray with several poor choices, infighting and perhaps a little assistance from the southern Anarchs.
Taking full advantage of the instability of the court the Anarchs manage to Claim Edmonton as their own leaving the southern buffer territory between Calgary and Red Deer mostly uninhabited by Kindred and for use as a staging ground for attacks.
Village of North Red Deer amalgamated into Red Deer City.
At about the same time the Council of six are forced to call in some fairly hefty boons to ensure the Justicariate will consider Central Alberta a Camarilla Domain under the councils jurisdiction.
The also call in boons and debts, along with a few threats, striking an Accord with the Anarchs now holding Edmonton to re-affirm their control over Central Alberta. Though the terms are much more loose when it comes to providing a buffer for the Anarchs.
Central Alberta has had an in-flood of mortals and a major growth boom, bringing the mortal population.
Gangrel leave the Camarilla.
Gangrel Elder Pakwaciminos chooses to remain and hold her territory.
The in-flood of mortals to Alberta continues even despite minor setbacks in the oil and gas industry.
The Red Star is high in the sky and the Camarilla on the decline the Elders strike a deal with a Giovanni. Guard/sentries duty in the south in exchange for permission to make their home in the Badlands and south Central Alberta. Re-creating the buffer that the Anarchs deserted for Edmonton.
Calgary Sabbat and Edmonton Camarilla erupt into more open violence, testing each other in the wake
2010 Giovanni Break the Promise but the Elders not wishing to weaken their defences strike a long term deal with the Giovanni in Drumheller.
Jaroslav Pascek is caught and killed by hunters but the warning that this is, is not heeded.
The Sabbat of Calgary and Anarchs of Edmonton continue to be more open in their fighting, mostly circumventing the founding Elder Six's buffer zone.
By 2012, several groups of Hunters have come through Alberta and many Kindred on both sides are rooted out and destroyed. In the case of the Anarchs it is always difficult to tell, it is assumed that many, having received some form of warning dispersed just prior to the Hunters arrival.
Thanks to their strong adherence to the Masquerade and the Elders violent enforcement of any caught warring in their streets, the important Kindred of Central Alberta are mostly spared.
A few Caitiff and undesirables are sacrificed to appease the wrath of the Hunters and to convince them that there is little if anything to look at here.
Several Neonates and rambunctious Ancillae also find their death in misguided attempts to fight back against the Hunter incursion. A culling of tht foolish or weak.
Central Alberta is depleted in active Kindred but still strong with the support of the Elders.
Chicago Blood Accord signed creating a peace between Camarilla and Sabbat. Placing central Alberta in a awkward situation. Being tied to the Camarilla the Elders are forbidden from warring on the Sabbat. Being housed between Anarchs and Sabbat put them in a precarious position. Using “defending the Domain” as their motto they are quick to destroy anything that enters the territory they deem theirs, while attempting to curb their underlings from openly attacking outside it.
A few years after the uneasy peace, Lea, believed to be the physically strongest of the 6 is not to be found, all her retinue/servants have simply vanished.
2014 to current
The territory of Red Deer, Lacombe, Blackfalds, Penhold and Sylvan Lake is agreed to be left “vacant”, open as a Rack for those sworn to the Elders or who wish to pay tribute and seek acknowledgement. Each remaining Elder choose one servant to jointly rule and administer the central Domain until other arrangements are made.
Failing to uphold the Masquerade and allowing a group of unknown Kindred to wander unhindered the Elders subsequently terminate the Sheriff and Scourge for their failures, permanently.
2016 – present
In the last year the Elder council themselves have stepped back into the shadows, still around but leaving the running of the entire Central Alberta domain in the hands of their representatives.
It has become a commonly known that opportunity may exist for Central Alberta. The 6th Domain lays vacant of a ruler. Centralized in Red Deer, Lacombe and Sylvan Lake, word has been spread that perhaps an official Camarilla Princedom will be permitted, should a suitably capable or clever Kindred step forward (with the proper approval and continued Tribute to the remaining 5 Elders of course).
The following elements are found on traditional MES style sheets and represent a qualitative assessment
of the prominence of each element within the venue. The ratings are scaled 1 through 5, with 1 meaning
the element is never present, 3 meaning it's often present, and 5 meaning it's always present.
Action (Combat and challenges): 3
Combat is a possible outcome of character interactions and conflicts. There is the opportunity for characters to seek out combat with story NPC's if desired but those wishing to to avoid it should have little difficulty doing so.
Character Development (Personal dilemmas and choices): 4
This game is emphasizing the development and growth of characters. Attempting to place them in situations or having to face choices that will help them grow and redefine themselves and their goals by doing so. ST's are looking to take individual character developed mini-plots and incorporate/tie them into the overall story to allow for more personal growth.
Darkness (PC Corruption): 4
The beasts is always below the surface, wanting to be free or gain a little more control. Always fighting the beast to maintain a characters humanity can be a difficult line to follow. Each choice and decision can lead you a little further down the road to salvation or destruction. Being pulled and pushed from multiple directions is bound to ruffle a characters inner turmoil, giving opportunity for the beast to insert more influence and for the character to need to make the hard choices of which road to take.
Death (PC Death): 2
PC death is not meant to be a common theme in this game. That said there are elements in Central Alberta that if sought out or confronted could end in Character death. If a character wilfully puts themselves into a position that could result in death the ST's will inform them of the possible action. Should they go ahead the ST's will not provide miraculous rescues.
ST's take PC death very seriously. Should a character seek another characters death the ST's will not directly step in and interfere. However, characters who are always seeking their next PC kill and who always resort to killing as one of their first options can expect that the court will be encouraged to do something about this and that NPC's may find it destabilizing and act accordingly.
Drama (Ceremony and grand story): 3
The grand story and ceremony is rated high in ST's view of the world. Much of this will be dictated by the players desires . Creating great scenes of high drama is a desire of the ST's.
Intrigue (Politics and negotiation): 4
This is Jyhad based game. Strangely the Sabbat to the south are the domains least concern. Anarchs in Edmonton, 5 remaining Elder NPC's that may or may not be vying for some hidden goal, PC's striving for position and power should provide all the elements for wheeling, dealing and backstabbing.
Manners (Social etiquette and peer pressure): 2.5
Ideally this will be big part of the setting, however, as this is a new Domain/Princedom that is being permitted to form much of this will be dictated by the characters themselves. Only diverging wildly from the Traditions and Protocols of the Camarilla will bring attention and need for change.
Mystery (Enigmas and investigation): 4
Mystery will be a ever present element, following leads, discovering hidden agendas and through he introduction of plots and storylines.
Experience and Development
As per the Player Approval Document, characters can earn up to 10 XP per month, modified by the graduated XP cap.
Max 8xp may be awarded per game
A character earns a base of 5xp for attending game
Significant challenge provided by flaw or derangement: 1xp (once per game)
Good role-play enhancing the game for other characters: 1xp (once per game). Role-playing, contributing to the IC interactions and enjoyment of others and creating good and memorable scenes.
1 additional point will be awarded for costuming that adds to the ambience of the game and enhances the character believably.
Up to 7 XP per month for character activities taking place outside game.
Submission of written downtimes in a timely manner, between game scenes and interactions (and submitting a report on said interactions and scenes to keep ST's in the loop), Submission of influence actions before deadlines and in a timely manner, character journals, furtherance of story and character developments between games, end of story bonuses, completing venue defining surveys etc.
keeping in mind that the ceiling is still 10 XP per month
Clan Availability and Rarity
Camarilla or Unaligned (max ratio of PC's 1 Unaligned PC per 3 Camarilla PC's)
Common: Brujah, Nosferatu, Toreador, Ventrue, Tremere, Gangrel (country), Malkavian, Caitiff
Uncommon: Toreador (Ishtarri), Toreador (Volgirre), Ventrue (Crusader), Gangrel (Coyote/Noaid), Malkavian (Ananke & Knights of the Moon)
Rare (High Approval): Follower of Set, Giovanni, True Brujah, Lasambra Antitribue, Assamite (Vizier), Tremere (Telyav), Ravnos
Restricted (High and/or Global Approval): Assamite (Warrior), Tzmitze (Carpathian),Daughters of Cacophony and Sons of Discord, Gargoyles
Any clan or blood line not listed is not permitted in this setting.
Assamite Vizier is the default bloodline for the Camarilla and as such have no bloodline cost.
Anarchs (max ratio of PC's 1 Anarch PC per 3 Camarilla PC's)
Common: Brujah, Caitiff, Gangrel (City), Malkavian, Nosferatu, Toreador
Uncommon: Gangrel (Country), Lasombra (Antitribue), Ventrue, Ventrue (Crusader), Toreador (Ishtarri), Toreador (Volgirre), Malkavian (Knights of the Moon), Malkavian (Ananke)
Rare: Daughters of Cacophony, Ravnos, Assamite, Salubri, Capadocian (Samedi), Assamite (Vizier)
Restricted: Assamite (Warrior)
Any clan or blood line not listed is not permitted for the Anarch Sect.
Independent Alliance (max ratio of PC's 1 Independent Alliance PC per 5 Camarilla PC's)
Common: Followers of Set, Giovanni
No Clans other than these two will be allowed.
A Note on Rarity Merits
Your character’s cost in rarity merit depends on which sect you belong to plus any bloodline costs.
To play a Lasambra Antitribue or Assamite Vizier in the Camarilla costs 4xp in merits (Rare Availability)
To Play a Tremere Telyav in the Camarilla costs 6xp in merits (Rare Availability + Bloodline)
Additional Character Creation Information
Backgrounds that relate directly to the setting are limited/capped to 3 at creation. This is to encourage story and character building in reaching the highest levels of influence, contacts, allies and so forth. Due to the recent change in power structure and most characters not having been here long. By working in character to develop the ties in the mortal world through downtime helps character investment in the setting.
This is a medium restriction, good history and story may open up the possibility for higher level backgrounds at start. Someone with lots of Resources (3+) will have the opportunity to purchase a higher level Haven.
note: if you have the security skill this is a bonus that does not count against your total dots in haven. ie. A 3 dot haven could have Size, Staff and Luxury, if you have the security skill it automatically gets Security as a bonus (but haven is still only 3 dots so next level to purchase is 4 dots). A 5 point Haven could have Size, Staff, Luxury, Occult and Library (and if you have security it would also get Security)
Higher level Influences, Contacts and Allies are going to require some time spent in the area, a good story/history and definitely some ties to at least one of the Elders (or their representatives) that is interested in the areas your influences are in.
Retainers are not capped
Resources are not capped but should have some form of explanation as to how you made or why you have so much money.
There is no Elysium built or approved in Red Deer. Bound by treaty there has been no need for the 6 to invest in one. Should the need arise they could always meet in the Edmonton Elysium.
Central Alberta had always been under threat of invasion, most notably from the Sabbat until the Blood Accord of 2012, but other forces are said to be active also.
The Masquerade is the foremost concern of the Elders. It is rumoured that in the recent past the known Scourge and the Sheriff failed to adequately deal with a breach. Both were put to death along side the transgressor for their failures.
The hands of the Elders are rarely seen or felt. It is known they are still out there watching, as shown by the death of the Sheriff and Scourge but aside from that the general populaces have not seen them in near a decade.
You are free to do what you want as long as you pay your debts, pay tribute to the Elders through their representatives, obey the Traditions and follow Prestation and Protocols.
The Sheraton and ONLY the Sheraton is open to those seeking Acknowledgement who have not yet been presented to the representative council (or the Prince should one arise). Feeding is permitted but restricted to 2 blood per night there. Anyone caught in town that is not in direct transit to the Sheraton or leaving town from it without a permit, is hunted and summarily destroyed. Ask for a room on the 5th floor and a representative will be in contact in due time.
Mass combat shall not run more than ~1/2hr or 5-6 rounds (per combat scene) before narration. If characters or NPC's have not accomplished their goals in this time, a result will be Narrated by the ST (based on their knowledge of everything that they have been told and what they know is going on).
The Independent Alliance has been given Authority to govern their buffer territory how they see fit so long as it does not violate the Masquerade. The IA has NOT been granted permission to Embrace within this territory.
Camarilla visitors to the IA territory are expected to observe the IA rules while within it and any IA members are expected to uphold the Camarilla Laws while within the greater Central Alberta Domain.
Order of Combat (CLARIFICATION for ease of flow)
Due to the complexity of running a mass combat in a LARP it is vital that the Storyteller or combat Narrator control the floor. To do this The ST will take initiatives. They will have the floor and only the person whose initiative it is gets to speak and declare their action when the ST asks.
At this time anyone wishing to use Assist Attacker or Defender may raise their hand to signal they are doing so.
Combatants will then throw and resolve test.
ST will move on to next initiative, again giving character a chance to declare their action and others may raise their hand if they wish to Assist Attacker or Defender.
Note: If a rules call comes into play the ST/Narrator will make a decision based on their current knowledge. If it is quick they may reference a book. However, expediency is the priority during mass combat not rules lawyering, once the ST/Narrator makes a call that is it. If anyone wishes to revisit the call latter please do so at a time when the ST is not tied up with a scene.
ST's make mistakes and are not perfect they are only trying to do their best to ensure enjoyment for everyone.
Mass combat shall not run more than ~1/2hr or 5-6 rounds (per combat scene) before narration. If characters or NPC's have not accomplished their goals in this time a result will be Narrated by the ST based on their knowledge of everything that they have been told and what they know is going on.
Keep in mind players may not know the full set of circumstances or precautions someone else has made.
Too much argument over rules will reduce the amount of time available for throwing tests.
It is fully expected that in some cases players will come to agreement over the end result of a scene and thus relent allowing for the scene and story to play out. Try to negotiate a outcome. If you do not want to die try to get your attackers to agree that they take you down but will not kill you. If both parties can agree on this the ST's will enforce it so that they can not simply “change their mind” latter.
Relenting for a negotiated outcome can offer new opportunities for role-play and growth.