Armature
Whether in fur, leathery hide, scales, spines or even a full-grown shield like the tortoise, beasts must go armored against their enemies. Against a nature red in tooth and claw, no animal has too much protection. In game terms, each level of this Advantage buys another soak die, as listed below:
Points | Armor |
1 point | 1 soak die (thick hide or fur) |
2 points | 2 soak dice (horny scales, spiny ridges) |
3 points | 3 soak dice (shell, thick chitin) |
4 points | 4 soak dice (dragonhide, metal plating) |
Armor allows a beast to soak aggravated damage. A possible exception (Storyteller's option) would be thick fur soaking fire or acid damage. For most beasts, armor only covers part of the body — like a turtle's shell, for instance.
An optional rule allows a well-aimed blow to bypass the protection. Three successes or more (or +3 difficulty to the attack roll) can get around armor which covers a large portion of the body, while five successes or more (or +4 difficulty) can subvert armor which protects an extensive part of the body. This option adds a bit of complication, but keeps an armored creature from dominating the game. Remember that natural armor is fairly easy to notice, and that absurd combinations (a sheep with metal plating) are not allowed.